 |
|  |
 |
|
Agusta
|
|
quote: Originally posted by hexagonian
Have you played civ3 and how does Cradle measure up???
|
I played the original civ from back in the floppy days when you could type 1,2,3,4,5,6,7,8,9,0 to uncover the whole world. Almost caused a divorce with my first wife so I quit playing for a few years. Came across it by mistake a while back and wondered if they made any new ones. Stopped at best buy and found CTPII. I saw a commercial for Civ 3 on TV and decide to do some checking online to see if it would be worth the $50 + big ones. I forget how I found this site but was very glad I did. Based on the reviews I have seen and what they want for 3, I will pass and stick with what you guys have going here.
quote: Originally posted by hexagonian
Glad to hear that we here in the Mod community can bring back those marathon sessions. |
ME TOO !!!!
|
|
|  |
 |
|
stankarp
|
|
australia
Feb 2002 time: 05:18
|
|
quote:
Originally posted by stankarp
Leonidas,
Rule No 1- Never trust the AI
Rule no 2- refer to rule no 1
stankarp: Wise words to live by ;
Told you. In a marathon game, gigantic map, 15 civs, fighting with the Japanese and the Celts, being very, very carefull not to start a war with anyone else.
The native Americans built a city in a swamp in the middle of the Japanese empire. The keep sending units back and forward to it, every now and then, blocking a vital road for me in my war with the Japs. I put several 2-3 unit stacks along the road to keep it open for my troops. Its in my territory yet the NA just turned around and attacked and wiped out 2 units sitting on the road. Now I have another war I dont need at the moment.
The Egyptians, Harrappans, Han, and others have just declared war out of the blue by attacking units several times. I noticed that they are far more likely to do it if you sit next to them so now I try to keep 1 square away from them if possible. I have an egyptian city that revolted and went barb and I captured it and the egyptians keep marching 3-4 stacks(with 6-12 units) around it I ask them to withdraw and they refuse. I have built a wall, ballista towers and now working on a castle just in case.
|
|
|  |
 |
|
Spanscape
|
|
quote: Originally posted by Immortal Wombat
spanscape, have you write-protected userprofile.txt? |
Just did that... what else is this supposed to accomplish besides locking NumPlayers and MaxPlayers so the game doesn't muck with them?
|
|
|  |
 |
|
Hermann the Lombard
|
|
Hoboken, NJ, USA
Jun 1999 time: 00:18
|
|
quote: Originally posted by Immortal Wombat
Only that if it was on, I'd advise turning it off, so that the number of players can change... |
Umm...makes sense, but I thought the advice was to write-protect userprofile after setting debugslic to "no."
|
|
|  |
 |
|
hexagonian
|
 |
Gnawing on your mind...
Jun 1999 time: 23:18
|
|
quote: Originally posted by J Bytheway
Did you mean for there to be such an enourmously long time between Caliphate and any later government, because it seems to be that way. I'm now (in Caliphate) on -7 empire size unhappiness and I'm still trying to conquer cities. I just don't have the heart to disband any of them. And I'm only playing on a regular map - it must be nightmarish on larger ones...
|
On the Ultra-Gigantic game setting, the caps are higher
Part of the problem is that from a historical standpoint, the three Medieval governments (Theocracy, Monarchy, Caliphate) did come in quick succession, and also they all occured rather early in the Medieval age - I would have liked to have a little more spacing from one government to another, but I couldn't figure out how to tie it into the tech tree. So there is a gap from the Medieval governments to the next level government (Democracy).
The problem that you are running into is tied into the max city cap, which stands at
Theocracy - 30
Monarchy - 35
Caliphate - 40
Democracy will get you to 50 - however you will lose the (+1) martial law effect and it should be a little harder to maintain a low war discontent. Still, your best bet is to make a beeline to Democracy, as it is in all forms, a superior government to the ealier ones.
There are two camps on the whole city cap issue - those who want high caps to allow for aggressive warmongering and those who prefer the caps to put a constraint on it. I tend to prefer the latter, as it forces a player to more carefully plan out any expansionist policy - either peacefully or through war. (But that is a preference issue)
All of the TBS games do suffer from what is called the 'bigger is better' syndrome too - where the bigger civ is usually the one who has the most muscle, so a cap is used as a means to slow this down.
Both CTP2 and civ3 have these caps in place - Where I think CTP2 does a better job is that as you progress to later governments, the cap is/can be increased. It is my understanding that in civ3, the same cap is set up for all the governments, and there is little alternative once you reach the breaking point and you end up with a bunch of cities that are rife with corruption. Then your only recouse is to raze those cities (and coupled with the high chance for captured cities to flip back, this makes conquest especially hard and frustrating).
At least in CTP2, you can wait until the next government level.
In setting up this mod, one thing that has been hard to do is to take into account all the various types of playing styles that are out there. At the same time, CTP2 is easily modifiable, so if you are a player who wants a little more leeway in the government caps, you can go into the (CRA_)govern.txt files and raise the caps.
quote: Originally posted by J Bytheway
But then, I suppose that's the whole point, right? |
Yes... 
|
|
|  |
 |
|
Spanscape
|
|
At any rate, I'm debugging Cradle and Medieval II in this other thread based on some ideas from Locutus:
http://apolyton.net/forums/showthre...&threadid=44416
It's isolated to the CRAG_script.slc and MM2_script.slc files at this point. When I conquer another civ multiplayer, with either of these scripts, I get a crash to desktop. Working on isolating it further...
|
|
|  |
 |
|
Leonidas
|
|
Two Points:
1) Plagues: I have been hit by two plagues that each have hit 90% of my cities. I think this may be too much. Each plague has eliminated 4-5 pop points from my cities. The next Civ above me now has cities that are twice the size of mine (and it doesn't even have terrain improvements) LOL
In Cradle, the AI has many advantages, so I'm wondering if the use of plagues to cripple the player is really needed IMHO.
I think the "Plague Event" either should be toned down to maybe strike a couple of cities, or be eliminated altogether.
2) When a city finishes building everything, it has nothing more to build except military units.
I'm just wondering if something like "Production" or "Capitalization" could be provided to allow the city to generate more gold when there is nothing left to build.
Great Mod so far. Best thing is - it is only getting better. . .
|
|
|  |
 |
|
Spanscape
|
|
Actually, aside from all my MP crashing problems, I've found the plague effect to be potentially pretty useful.
However, my suggestion would be to eliminate the randomness from its occurence, and give it a fixed interval at which it will occur. In one of my games, I just by chance was hit by a plague like every 10 turns (as well as a few earthquakes) and it had a devastating effect.
What might be interesting is to do this:
Whenever I build one of the 'plague defending improvements', it gives me N turns of immunity:
Apothecary: 30 turns
Physician: 50 turns
Drug Store: 60 turns
Hospital: 80 turns
After the immunity wears off (or was never available), start the random % of occurence at 0% and increase it by X% per turn until it happens. Then reset the % chance. X is dependent per city on the improvements...
No city improvements: 8
Apothecary: 6
Physician: 4
Drug Store: 2
Hospital: 1
This way, after a plague hits, you're immediately incented to build one of these improvements and get it finished up. Also, everyone with the same infrastructure will have less deviation in the occurence of the plagues.
|
|
|  |
 |
|
Leonidas
|
|
hexagonian: I had two cities that had run out of things to build about 1550 AD. All other cities were building stuff.
A few items came available a hundred years later, and now, about 1700 AD, those two cities only have a couple of improvements two build. . .
|
|
|  |
 |
|  |
 |
|
Hermann the Lombard
|
|
Hoboken, NJ, USA
Jun 1999 time: 00:18
|
|
quote: Originally posted by Kull
Here's a first cut at one for "The HangingGardens" (pretty sure that's not part of the CTP package). |
Isn't there an HG video already (at least in Cradle?) I'll check yours out in any event.
|
|
|  |
All times are GMT. The time now is 05:18. Apolyton Time is 00:18. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|