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cap601
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Chieftain
London
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Jan 2006 time: 23:23
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The latest version of the AE Mod is here:
http://www.apolyton.net/forums/show...820#post4914820
quote: version 0.01
The AE mod is the combined efforts of the posters at the Apolyton CtP2 sourcecode forum (http://www.apolyton.net/forums/foru...?s=&forumid=213) to rebalance, restructure, and generally improve the experience of playing CtP2.
It focuses on neither military, economic, scientific or diplomatic gameplay, but seeks to balance all styles to be equally effective, but to be played in completely different ways to each other.
Post any comments on this mod at the forum thread here: http://www.apolyton.net/forums/show...threadid=165870
AE Mod changes:
GENERAL:
========
fortified bonus +200% defence, was 50%. will perhaps be incremental in future release. 1 turn +50%, 2 turns +75% etc.
ADVANCES:
=========
added:
Infantry Tactics - requires Gunpowder - gives Musketeer(see units)
Plasma Engineering - requires Plasma Weaponry - gives Plasma Destroyer(see units)
changed:
Fascism - requires Nationalism + Mass Media (was Gunpowder+Theology)
BUILDINGS:
==========
changed:
food silo - maxpop +0 > maxpop +8
arcologies - maxpop +14 > maxpop +10
aqua filter - maxpop +14 > maxpop +10
forcefield - now does not require city walls to build
security monitor - -30% crime -3 happiness > -30% crime -1 happiness
TERRAIN:
========
food/production/commerce - add/remove advance > changed to
forest: 10/5/10 - agri.rev./agr.rev. > 5/15/5 - conservation/toolmaking
plains: toolmaking/toolmaking > toolmaking/agri.rev.
tundra: 0/5/0 - adv.composites/adv.comp > 5/5/0 - NONE/adv.composites
glacie: adv.composites/adv.comp > NONE/gaia theory
grassl: toolmaking/toolm. > agri.rev./agri.rev.
desert: 0/0/5 - agri.rev./agri.rev. > 0/10/5 - NONE/agri.rev.
swamp : industrial rev./indus.rev. > NONE/agri.rev.
jungle: 5/10/5 - agri.rev./agri.rev. > 10/10/5 - conservation/toolmaking
mounta: 0/15/10 - fusion/fusion > 0/15/5 - NONE/Fusion
hill : 5/10/10 - explosives/explos. > 5/10/5 - NONE/explosives
shallo: 10/10/5 > 10/5/10
deep : 10/10/5 > 10/5/10
volcan: 0/25/15 > 10/20/10
beach : 10/10/10 > 10/5/10
shelf : 5/10/5 > 10/5/10
d.moun: 0/10/10 - fusion/fusion > 0/15/5 - NONE/fusion
dunes : explosives/explos. > NONE/explosives
p.hill: 0/5/5 - explosives/explos. > 0/10/5 - NONE/explosives
p.moun: 0/10/5 - fusion/fusion > 0/15/5 - NONE/fusion
kelp : 15/10/0 > 15/5/10
reef : 10/15/5 > 10/10/10
rivers: 5/5/5 > 5/0/5
defence of all terrain doubled. e.g forest 25% > 50%, mountain 100% > 200%.
UNITS:
======
att/def/ran/damage/armour - tech - catagory
added:
legion - 20/10/0/1/1 - Iron Working - attacker
longbowman - 10/15/25/2/1 - Feudalism - ranged
musketeer - 40/20/10/3/1 - Infantry Tactics - attacker
plasmatica - 60/70/40/5/1 - Plasma Weaponry - defence
changed:
mounted archer - 10/10/20 - ranged > 15/10/10 - flanker
samurai - 20/10/0 - Iron Working > 30/10/0 - Bureaucracy
plasma destroyer - Plasma Weaponry > Plasma Engineering
war walker - sprite changed
artillery - sprite changed
mobile SAM - name changed to mobile missile system
movement of most units lowered. generally foot=1, mounted=2, wheel=3, future units are greater. see Great Library in game for more details.
WONDERS:
========
Aristotle's Lyceum - +20% science > +10% science, obsolete at Classical Education.
Central Matter Decompiler - "building everywhere"(Matter Decompiler), costs 20,000 > costs 30,000. (better solution at soem point)
Chichen Itza - -30% crime > -30% crime, obsolete at Theology
Field Dynamics Lab - +35% science > +10% science
Genome Project - +10% prod., +10% health (+1HP) for units. > only +10% Health for units.
Globe Sat - full radar coverage, costs 12,400 > costs 18,600 (better solution at some point)
Gutenberg's Bible - +2 happiness, eliminates conversion > only gives "Eliminates conversion"
Internet - "building everywhere" (Computer Center) > +20% science, obsolete at Space Flight(Orbital Laboratories)
Pyramids - +100 gold per turn > +300 gold per turn
Ramayana - +3 happiness > +1 happiness, obsolete Age of Reason
Zero Crime Bill - -60% crime > -30% crime, obsolete at Neural Reprogramming |
Original Post:
Has anyone got a list of the changes made in the AE Mod?
Last edited by E on 21-05-2007 at 19:45
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Emperor
Monterrey, Mexico
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Jun 2001 time: 17:23
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I'm compiling a list that'll go in the AE Mod folder.
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Emperor
Monterrey, Mexico
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Jun 2001 time: 17:23
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This is what i've got so far. Tell me if there's anything wrong.
quote: version 0.01
The AE mod is the combined efforts of the posters at the Apolyton CtP2 sourcecode forum (http://www.apolyton.net/forums/foru...?s=&forumid=213) to rebalance, restructure, and generally improve the experience of playing CtP2.
It focuses on neither military, economic, scientific or diplomatic gameplay, but seeks to balance all styles to be equally effective, but to be played in completely different ways to each other.
Post any comments on this mod at the forum thread here: http://www.apolyton.net/forums/show...threadid=165870
AE Mod changes:
GENERAL:
========
fortified bonus +200% defence, was 50%. will perhaps be incremental in future release. 1 turn +50%, 2 turns +75% etc.
ADVANCES:
=========
added:
Infantry Tactics - requires Gunpowder - gives Musketeer(see units)
Plasma Engineering - requires Plasma Weaponry - gives Plasma Destroyer(see units)
changed:
Fascism - requires Nationalism + Mass Media (was Gunpowder+Theology)
BUILDINGS:
==========
changed:
food silo - maxpop +0 > maxpop +8
arcologies - maxpop +14 > maxpop +10
aqua filter - maxpop +14 > maxpop +10
forcefield - now does not require city walls to build
security monitor - -30% crime -3 happiness > -30% crime -1 happiness
TERRAIN:
========
food/production/commerce - add/remove advance > changed to
forest: 10/5/10 - agri.rev./agr.rev. > 5/15/5 - conservation/toolmaking
plains: toolmaking/toolmaking > toolmaking/agri.rev.
tundra: 0/5/0 - adv.composites/adv.comp > 5/5/0 - NONE/adv.composites
glacie: adv.composites/adv.comp > NONE/gaia theory
grassl: toolmaking/toolm. > agri.rev./agri.rev.
desert: 0/0/5 - agri.rev./agri.rev. > 0/10/5 - NONE/agri.rev.
swamp : industrial rev./indus.rev. > NONE/agri.rev.
jungle: 5/10/5 - agri.rev./agri.rev. > 10/10/5 - conservation/toolmaking
mounta: 0/15/10 - fusion/fusion > 0/15/5 - NONE/Fusion
hill : 5/10/10 - explosives/explos. > 5/10/5 - NONE/explosives
shallo: 10/10/5 > 10/5/10
deep : 10/10/5 > 10/5/10
volcan: 0/25/15 > 10/20/10
beach : 10/10/10 > 10/5/10
shelf : 5/10/5 > 10/5/10
d.moun: 0/10/10 - fusion/fusion > 0/15/5 - NONE/fusion
dunes : explosives/explos. > NONE/explosives
p.hill: 0/5/5 - explosives/explos. > 0/10/5 - NONE/explosives
p.moun: 0/10/5 - fusion/fusion > 0/15/5 - NONE/fusion
kelp : 15/10/0 > 15/5/10
reef : 10/15/5 > 10/10/10
rivers: 5/5/5 > 5/0/5
defence of all terrain doubled. e.g forest 25% > 50%, mountain 100% > 200%.
UNITS:
======
att/def/ran/damage/armour - tech - catagory
added:
legion - 20/10/0/1/1 - Iron Working - attacker
longbowman - 10/15/25/2/1 - Feudalism - ranged
musketeer - 40/20/10/3/1 - Infantry Tactics - attacker
plasmatica - 60/70/40/5/1 - Plasma Weaponry - defence
changed:
mounted archer - 10/10/20 - ranged > 15/10/10 - flanker
samurai - 20/10/0 - Iron Working > 30/10/0 - Bureaucracy
plasma destroyer - Plasma Weaponry > Plasma Engineering
war walker - sprite changed
artillery - sprite changed
mobile SAM - name changed to mobile missile system
movement of most units lowered. generally foot=1, mounted=2, wheel=3, future units are greater. see Great Library in game for more details.
WONDERS:
========
Aristotle's Lyceum - +20% science > +10% science, obsolete at Classical Education.
Central Matter Decompiler - "building everywhere"(Matter Decompiler), costs 20,000 > costs 30,000. (better solution at soem point)
Chichen Itza - -30% crime > -30% crime, obsolete at Theology
Field Dynamics Lab - +35% science > +10% science
Genome Project - +10% prod., +10% health (+1HP) for units. > only +10% Health for units.
Globe Sat - full radar coverage, costs 12,400 > costs 18,600 (better solution at some point)
Gutenberg's Bible - +2 happiness, eliminates conversion > only gives "Eliminates conversion"
Internet - "building everywhere" (Computer Center) > +20% science, obsolete at Space Flight(Orbital Laboratories)
Pyramids - +100 gold per turn > +300 gold per turn
Ramayana - +3 happiness > +1 happiness, obsolete Age of Reason
Zero Crime Bill - -60% crime > -30% crime, obsolete at Neural Reprogramming |
Last edited by Maquiladora on 15-05-2007 at 05:22
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Emperor
Monterrey, Mexico
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Jun 2001 time: 17:23
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We haven't decided in the units thread to include the scout yet, so that's why it's not there. I wouldn't mind a scout unit though.
BTW all those changes won't be in the current AE mod, because there hasn't been a new playtest build since I compiled all the changes. But it is ready to go. I should upload it soon.
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Emperor
Monterrey, Mexico
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Jun 2001 time: 17:23
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I haven't done the wonders yet either.
E, I'll upload a rar of the AE mod folder and put a link here once it's ready. Then it can be distributed separately in case of recent updates, and included with a playtest build when someone has the time to include it.
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Emperor
Monterrey, Mexico
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Jun 2001 time: 17:23
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Hmm it seems at some point forest, tundra, glacier, swamp, jungle and hills got changed to mountain movement types. I think it was a leftover from the previous AE mod, E why was this? Anyway I've put them back to original settings for now. Updated the rar in 10 mins or so.
Edit: now updated.
Last edited by Maquiladora on 21-05-2007 at 02:03
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Emperor
Monterrey, Mexico
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Jun 2001 time: 17:23
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quote: Originally posted by E
I had those changed to prevent tanks and other units from driving into the moutains or forest or jungles and stuff. they really should go over plains, grassland, and desert only. this added value back to infantry. |
Well I noticed this right at the start of the game when my M. Archer wouldn't move into forest.
It can be more realistic in some cases but it's quite strict, you could end up with no route out, unless roads could be built outside your borders. Then you end up with lots of roads in neutral territory built towards your enemy, which I don't like as the AI can't do it. It also won't know that its supposed to just send foot units over.
We do still need to make Infantry units useful after Tanks so I'll put it in the units thread anyway.
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Emperor
Monterrey, Mexico
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Jun 2001 time: 17:23
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Of course. I don't know how long that will be though.
The AI's unit movement (defence and offence) and grouping is my main worry, which I don't have any knowledge of.
City development (tileimps/buildings/wonders) can be easily improved to get the best cities.
Anything else needed can be borrowed from other mods, as long as its compatible.
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Emperor
Monterrey, Mexico
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Jun 2001 time: 17:23
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TBH I don't know how it works.
If it adds something different and the AI can use it (or at least deal with it) then we should at least put it in to be tested.
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Emperor
Monterrey, Mexico
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Jun 2001 time: 17:23
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What would be the religious unit to do the converting? The Cleric? Meaning you could only spread a religion under Theocracy.
Televangelist could be the late game equivalent but not dependent on Theocracy.
Also how do you get a holy city/start a religion?
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Emperor
Monterrey, Mexico
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Jun 2001 time: 17:23
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quote: Originally posted by E
how do you get a religion...
I forgot. |
You don't fill me with confidence E.
quote: I have code that specifies whether a unit, wonder, or building, can be built if you have achieved a feat or if ANY player has achieved a feat. |
So we have lots of options. Do we copy Civ4 or do we go for something completely different?
My preference is something playable, but different to Civ4, and somewhat realistic. In that order.
First how many religions will there be? I've seen some text somewhere that looked like many more than Civ4. This might restrict our options for giving them out if we have say 10 religions, you can't have 10 advances giving them out, just too many for the current tree IMO. There would be cramped areas, and civs picking up many religions.
If it's many religions then maybe it should be chosen randomly when a civ discovers the Religion advance. Tell the game to assign only half the possible religions as the total number of players (or something), so we get guaranteed conflicts, as that's what makes it interesting.
Tell me if I'm on the right track or not. Perhaps I don't fully understand the system.
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Emperor
Monterrey, Mexico
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Jun 2001 time: 17:23
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I noticed the TradeFood and TradeProduction flags being used in goods.txt, for example here:
code: # Wheat #30
TERRAIN_PLAINS_GOOD_THREE {
SpriteID 54
Sound SOUND_ID_WHEAT
Gold 5
Food 0
Production 0
Probability 0.25
TradeFood 20
AvailableAdvance ADVANCE_AGRICULTURAL_REVOLUTION
Icon ICON_GOOD_PLAINS_THREE
}
According to the description of how TradeFood works here the tile still gets the 20 food (until you trade it away), but when you check the terrain with right-click it only shows +5 gold for the wheat.
I haven't actually checked if the city does get +20 food, but I assume it works.
The feature also needs some more feedback in-game too, to let the player know they can transfer the bonus by trading it to another city. At least a GL entry or something.
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Emperor
Monterrey, Mexico
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Jun 2001 time: 17:23
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Yeah I know, it gave more options to customise your city, terraforming mega-production rings.
I think the game needs more ways to specialise cities, but it's got to be somewhat realistic and the AI needs to keep up with it.
For example:
The science city:
Specialist style: early in the game you use scientist specialists
Commerce style: then later as better commerce tile imps become available and governments with a higher science tax are discovered its all about the commerce collected...
I like this because it uses both styles of play, but it's usually the end of scientists in ALL your cities once you get Democracy and shopping malls, which is a shame.
The AI is also totally clueless about maxing it's science. It adds a scientist or two but not actually realising how much it's losing in growth and production, and it's science comes mostly from commerce it collects.
You could allow both styles of play near the beginning of the game (Republic being the first high science tax government, trading posts also become useful!), and tell the AI to stick purely to commerce style all the way through the game, using only farmer specialists (to meet growth minimums).
The hard part is making neither style the best style for EVERY type of city.
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Emperor
??
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Jan 2004 time: 15:23
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