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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:22
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Very nice so far 
If I get this straight, the script sets up the ColPols so that you should average a new city every third pop point, with ColPols 1 or 4, where 4 is the default AI one, and the starting human one, and also the "coastal cities" policy.
All civs start off aiming for the sea... cool.
Using ColPols 2 and 3, you get a 1/6 chance and 1/9 chance respectivly, (I guess there's also a ColPols 5 and 6 which are coastal versions of 2 and 3?) and ColPol 0 is an all stop - no colonising.
And the AI is then kicked into ColPol 0 when it reaches it's city limit under its present (likely) governement. Doesn't the code also at this point prevent the AddPop event from happening? That sounds a bit harsh, not only can you not expand further, you're stuck with the same population to get you to the next government.
The one thing that seems to be missing is a way for the human, and the AI to alter their ColPols depending on circumstances.
Have I got that right? It looks very good anyway. I'll try it out.
Those pink guys seem to have done rather well (above) whereas the light blue ones are a bit stuffed. How come the dark red one spread so far away?
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centrifuge
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Dale, It's great to see you back into the *Evil* world of CTP2 modding. You're mods are one of the main reasons that I've become addicted to this game, and I can't wait to see this new one in action. Thanks for all of your work.
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Dale
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Sir! Why do you keep clicking on me?
Dec 2000 time: 15:22
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Centrifuge:
Thanks. It's appreciation like yours (and many others) that keeps us modders going. 
Mapfi:
Yeah that's cool, that's how I took it. I just didn't say it that way. 
IW:
Remember, "return STOP" just ends the current function being run, not the entire event. Therefore, since there's still a pop-growth point, CTP2 would still run the normal AddPop function giving you the city growth. 
CoT:
Yeah, religion could be very messy if you ignore the Pope. BTW, your suggestion on units is good, but I don't want anyone to know the different upgrades. EG: If you're looking at an AI's tank, untill you fight it, how are you supposed to know it has Laser-Radar-Guided-Nuclear-Tipped-Copper-Plated-High-Explosive rockets to your standard HE round? It adds to the suspense. 
Pedrunn:
I think our religions are different. Mine's focusing only on the high-level religion. I'm not having any city-level/pop-level religion. The Civ has a state religion, and bands towards other Civs of the same religion.
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Dale
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Sir! Why do you keep clicking on me?
Dec 2000 time: 15:22
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Here it is! The first playable build of The Ages of Man!
There isn't exactly too much different from original CTP2 (it even still uses the original AI ) but we all need a beginning. 
Installing:
- Requires CTP2, CTP2 Patch, SAP v2.0 (for the graphical elements which I didn't put in the zip).
- Download the attached zip file.
- Unzip to your Call to Power 2 directory.
- Select through ModSwapper.
Active elements:
- Colonisation. No longer is the Settler necessary to expand your empire's borders. The level of your government's encouragement (see Gov Policies below), will influence where and how often a colonist will leave a city and begin a new settlement! Colonists being as individual as you are, will assess the surrounding lands of the city they were built in, and give each area a "score" based on what's available at/near that square. If a high score is attained, then the colonist will pack their bags, and move to the new location. When they build their new settlement, it becomes a new city in your empire, with all the normal rights, demands and needs. Colonists love the following: goods; rivers to bath in; plains, grassland, forests for food and wood; fortifications or military presence for defense; coastal squares for fishing; being within the Civ's current borders. Colonists avoid the following: enemy military presence; close to other cities; desserts or swamps; the middle of the sea. These are your boundaries for indirectly influencing colonists (EG: building a fortification with military units on a coastal/grassland/river/goods square will be very attractive to a colonist, especially if it's not next to an existing city).
- Government Policies. In your first built city (not necessarily the capital mind you), on the Buildings tab, is a new buildable element called Government Policies. It only takes one turn to build, and is buildable as many times as you require to change your policy. Once built, you will be presented with the option to encourage Land, Coastal or No colonisation (note: this encouragement doesn't guarentee adherence ). If you opt to go with Land or Coastal encouragement, you can then choose whether you want Fast, Normal or Slow colonisation. By choosing one of these options, you are using your only means to directly influence colonisation.
- Maps. I have played around with the maps a fair bit, and have settled on what I see as a very good setting for Huge and Gigantic maps. I hope you enjoy them. 
- Governments. Due to almost unanimous support, I have upped the government city maxs a lot. This will most likely change before final release. But it at least gives a setting where you can bloodlust to your hearts content on the huge and gigantic maps. 
PLEASE NOTE:
You MUST have the SAP installed and running to use this Alpha of AOM. This is because I have not included the city sprites, diplo-photos and other graphical elements active in AOM. This will be done at a later stage. Basically, I wanted to keep the zip size down. 
Please feel free to have a play around with this Alpha and make some suggestions. BTW, try it with DebugSlic=Yes. I don't get any errors, but I want to make sure on other systems/setups.
Have fun. 
Attachment: aom.zip
This has been downloaded 32 time(s).
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Turambar
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England
Apr 2002 time: 05:22
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I tried it out today and it looks great so far.
One problem was that when the AI tried to contact me to make a demand etc the proposal would automatically disappear at the end of the AI's turn.
The new diplomacy stuff looks great though.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:22
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A couple of answers
quote:
when I got the request I actually only had a cease fire with that ceratin player.
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It's set up so that whenever a ceasefire is accepted, diplomatic relations (mutual embassies) are established automatically.
This was one of the first things I did. Last Summer (2001) I had some very simple code that would establish mutual embassies after a war. It was really a follow on from CTP1 because there I noticed a correlation between AIcivs that were diplomatically isolated and those that were scientifically underdeveloped. It's not so important in CTP2 since we can now control the conditions under which they offer and accept embassies.
Actually, the version you've got here is, I think, the very first version that got posted. As I recall it's far too easy to get research pacts with this version but I'm pretty sure I toned this down and posted a better version in the same thread as the one where this started from.
quote:
One problem was that when the AI tried to contact me to make a demand etc the proposal would automatically disappear at the end of the AI's turn.
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This, unfortunatly, looks like it may be an unsolvable problem. I tried everything I could think of to try to stop that happenning but never could do it. It's not, btw, limited to the NewDiplomod code. I regularly get it when I'm working on other mods where I haven't messed with the diplomacy events at all.
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Zaphod Beeblebrox
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aachen, germany
Aug 1999 time: 05:22
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well, wanted to try this out tonight, but unfortunately i seem missing pics and get targa load errors, as soon as i click on the buildings row in buildmanager:
cm2_upip016l.tga
well actually its the same error message three times then the game terminates
where do i get that (and maybe other missing ones) ?
thank you so far for the great job all of your modders are doing, was quite a good idea to reinstall ctp2 and having a look back to apolyton after such a long time
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Zaphod Beeblebrox
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aachen, germany
Aug 1999 time: 05:22
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oops, thanks forgot to reinstall that after my last reinstall of the vanilla game last night. thank you!
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Zaphod Beeblebrox
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aachen, germany
Aug 1999 time: 05:22
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city #5 even overlapping with #1 and #2
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All times are GMT. The time now is 05:22. Apolyton Time is 00:22. |
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