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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:13
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Sorry, I was RL busy yesterday, so I didn't take look at the new maps, and couldn't start a poll for the three .
My vote would go to 1 Settler, that being the hardest condition, but I'm afraid it might be too long, so I can give in to 2 or 3, no more.
Gold, really, give more arguments. I like Pin's points here.
Anyone who will be found cheating (yeah, viewing those saves IS hell of a work) will be permamently expunged from both the Internet and PBEM Ratings. As the Ladder Admin, I have a right of taking a decision, and here I use it. This decision is final.
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J Bytheway
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England
Jul 2001 time: 05:13
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Just had a look at Yoda's map, and I am impressed. Unfortunately I have a habit of seeing all the things that clash with my sense of rightness, like the river that flows over a lake, but nonetheless I can see it was a lot of work and it's well done. It certainly achieved your aims as you set them out in that last post.
It occured to me that the big question is: Do people want to start connected by land? I made mine with a connection since that seemed to be the consensus opinion at the time, but Yoda's clearly doesn't. I think I'm somewhat turned around to the seperate landmasses point of view (not that I really had an opinion in the first place...). I was planning on a rather long, tortuous connection between the players on my new map, but now I'm not so sure. I'll see how it turns out.
Gav: The glide reflection I'm using basically means this:
If you take the map, reflect it in the equator and shift the whole lot to the east (or west) by half the map width then you interchange the players, but change none of the terrain. As you point out, this gives the players identical terrain with non-opposite start locs. Yoda also achieved this via a rotation, but I wanted to avoid that because of what happens in the middle of the map.
Lots of choices is the key, right? I'll try to keep that in mind.
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yoda
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PG, BC, Canada
Nov 2000 time: 21:13
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Here are just some thoughts on map design:
If the two players are connected by land, you virtually eliminate the necessity for all sea units from the game. Yes, they can be used to control the land bridge or to try an end run invasion, but basically, land units rule. Additionally, how many times have you used an aircraft carrier? Air power can be a critical component to winning a CTP game, and if there are lots of little islands around, everything is land based. In other words, having land bridges and/or lots of little islands around means it's easier for people to conduct a campaign. In my opinion, if you make it so that all of the CTP units have to be considered you have now found the path for finding who is the best CTP player.
If there is not enough land in a game then sea rules. Land units become useless and the game focusses solely on naval conquest. Once again, I don't think this route would find the best CTP players.
If there are not enough goods around to make science advancement a reality, you basically say you want the game to end in a massive conflict. Same goes if there are too many goods. Science becomes the only focus and the military game becomes obsolete (units become obsolete by science too quickly for any successful campaign to be launched).
Same goes for production. You have to have enough mountains around to allow for production but not enough to make pure land based production the game winning formula.
Creating a map, in my opinion, has to take a great deal of factors into consideration. Starting distances, even terrain, etc... can be argued for many days/weeks on this forum and nobody would have concensus. After all, everyone has their own idea of just what makes good ground (and what helps their style of playing as well... LOL).
I say that as long as all components of CTP (stealth, land, sea, production, science, growth) are required to win, you have a good map. Make it challenging for logistics and robust enough to provide the opportunity for a multiple of choices.
But all of this is academic if we can't find a way to take a scenario map and turn it into a MP game... LOL
yoda
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quinns
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You just have to copy the files to your C: drive exactly as described there. In the example, I set up the sym4way_c.csg map. You can exchange the map, but you have to open the new map in cheat mode, then "Save Scenario As" and remember what you name it. You have to change the SCENARIO.TXT file in line one to match this name exactly. Right now, that name is "sym4way_c". Also, you have to copy over the savegame.csg file with whatever file you saved it to when you "Saved Scenario As". That is, go to the C:\Program Files\Activision\Civilization-Call To Power\ctp_program\ctp\save\games\Sennac (for example), change the file name there to "savegame.csg" and overwrite the file under the C:\Program Files\Activision\Civilization-Call To Power\scenarios\MyScenarioPack\scen0000 folder called savegame.csg. I'm sure you all will figure it out. See attached files for assistance. Good luck.
Attachment: ctp_mp_setup_doc.zip
This has been downloaded 3 time(s).
Last edited by quinns on 08-05-2002 at 08:31
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quinns
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Here are the screen shots to help you set up your C: drive with the custom map. Once you successfully "Load Scenario" from the multiplayer screen, you should see My Scenario Pack and the Description of the scenario (that you wrote in the SCENARIO.TXT file on line two). Line one must be the name of whatever you saved the scenario as.
Attachment: ctp file structure for multiplayer.doc
This has been downloaded 3 time(s).
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Patryn
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United States
Apr 2002 time: 23:13
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I think that we should play on multiple maps against multiple times against the opponents. That would give the best result. Also, it would give a more interesting league, since we would get rematchas, and revenge, for the stupid mistakes that we may have made in the last game with that person.
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