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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:22
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quote: Originally posted by SMIFFGIG's
Could someone please answer me this question as its bugging me. I play MM2, i have not tried Cradle. The reason for this is that i have heard MM2 has more units than Cradle (and all the ones in it are cool thats for sure) and MAINLY as I have heard that Cradle is way more focused on the eairly part of the game and the Industrial/Modern etc are basically the same as in un-modded CtP2.
SMIFFGIG |
You can play Cradle to the future/normal endgame. But the bulk of your playing will concentrate on the Ancient age - at turn 500, you are normally at late BC/early AD in tech. The game is extended to play approximately 1300 turns. I have not ever played it to that point, but other players have done so.
Cradle is focused on the earlier history of man - there are approx. 57 new advances, 6 new governments, 17 new wonders, 17 new buildings and a total of 120 units (approx 40 new ones). Most of the additions are ancient/medieval. There are very little changes to the game starting with the modern age.
The main reason why this is the case is because Wes was working on a Mod that encompassed all of history at the same time I was creating Cradle, so rather than duplicate what he was doing, I focused the game on the Ancient/Medieval timeframe - thus offering players a distinct alternative.
quote: Originally posted by SMIFFGIG's
Am i correct in these statements ? a +for cradle also as Ive heard it has way more extra new .slic stuff in it like Disasters. Could someone go deeper into this plz and if MM2 has any Cradle doesnt.
SMIFFGIG |
Overall, Cradle has more SLIC...
CRA_airunit.slc - Airunit Lander
CRA_capturecity.slc - Building Destroyer (when cities are captured/attacked)
CRA_homeguard.slc - Militia Code
CRA_springfield.slc - Capitol Rebuilder for AI
CRA_wonderbuildings.slc - Removes Wonder-created Buildings from Build Lists
CRA_wonderunits.slc - Historic Generals
CRA_frenzy.slc - Moves AI forces into Human Territory
CRA_diplomod.slc - Diplomacy Model
CRA_pow.slc - Prisoner of War
CRAG_updater.slc - Unit Updater
CRA_disasters.slc - In game Disasters
CRA_Goods.slc - GoodMod
CRA_soundfix.slc - Sound Additions
CRAI_KillCityOption.slc - Option to raze Captured Cities
CRAI_FortsForAIs.slc - Helps AI build Forts
CRAI_ComImpSForAIs2.slc - Boost AI Tile Improvements
CRAI_pw_cheat.slc - Public Works Boost for AI
CRAI_infras.slc - Helps AI Convert to Infrastructure
Cradle 1.32 now includes the following MM2 SLICS...
Pirate
Partisans
The one SLIC in MM2 that is not in Cradle is Unique Units.
quote: Originally posted by SMIFFGIG's
(oh yea, how come in a screenshot of Cradle {the latest tourney one} i see the old CtP1 .spr as the settler {one without donkey} why is this and is the CtP2 donkey settler used in cradle.
SMIFFGIG |
Cradle has several levels of Settler units. The one you see is the earliest Settler available in the game.
What I can say about Cradle is that it is that the AI is more aggressive in military matters than MM2. Cradle is a challenge.
Give it a try - Attached is the readme files so you can take a closer look before tackling the main download.
Attachment: cradle_readmes.zip
This has been downloaded 3 time(s).
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TheArsenal
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Sunny Southern California
Mar 2002 time: 21:22
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The reason I asked if there were future mods is I find in the unmodded game in order to get far enough along the tech tree to explore some of the more interesting future, wonders, units, etc. after a certain point you have to play a fairly static game. I am finding that I am doing nothing more than keeping the AI civs alive long after I can destroy them or gain an alliance to end the game. And in the modded games (SAP, GoodMod), the science seems to come at such a slower rate that the game hits the end year long before the future techs are available.
quote: Originally posted by Immortal Wombat
I was considering it though. Its hard to know how to start. Civilisations don't tend to appear anew these days, and short of giving everyone a hugely accelerated start, you're down to "post-nuclear winter" situations that leave a horrible mess of half-known modern tech, but still re-learning farming.
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Hugely accelerated start would be interesting. I think a mod/scenario that started in the modern age or so and went forward would be fascinating. And starting a game behind in science against an AI that was racing toward stealth bombers, war walkers and the like would be flat out cool.
A scenario as far as starting after "post-nuclear winter" would be to assume each civ saw the war coming and placed its best and brightest underground. They would emerge with modern era knowledge fully intact, but still have to rebuild entire nations. And by that logic, hordes of better armed Barbarians would exist as well. And goodie huts etc. would also sense.
If I only had the time to learn to mod .... 
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