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cap601
CTP2 Source Code Project
Chieftain
London
Jan 2006
time: 23:23
13-05-2007 16:39
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#1 | report |
AE Mod Tired of ads?


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

Maquiladora
Call to Power II MultiplayerCTP2 Source Code ProjectCall to Power PBEMCall to Power Multiplayer
Emperor
Monterrey, Mexico
Jun 2001
time: 17:23
13-05-2007 19:54 | www
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I'm compiling a list that'll go in the AE Mod folder.

Maquiladora
Call to Power II MultiplayerCTP2 Source Code ProjectCall to Power PBEMCall to Power Multiplayer
Emperor
Monterrey, Mexico
Jun 2001
time: 17:23
13-05-2007 21:56 | www
edit | quote
#3 | report |
Remove this text


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

cap601
CTP2 Source Code Project
Chieftain
London
Jan 2006
time: 23:23
14-05-2007 08:24
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Browse Apolyton AD-FREE


You missed the Scout - 0/10/0/1/1. Don't know if there's anything else (haven't played far enough).

Maquiladora
Call to Power II MultiplayerCTP2 Source Code ProjectCall to Power PBEMCall to Power Multiplayer
Emperor
Monterrey, Mexico
Jun 2001
time: 17:23
14-05-2007 09:50 | www
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Support Apolyton or Terrorists Win


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.

E
Call to Power II Democracy GameCTP2 Source Code Project
Emperor
Proud member of the CTP2AE coding team :)
May 1999
time: 15:23
14-05-2007 15:20 | www
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I'll add it to the new build once I compile Martin's 730 changes

Maquiladora
Call to Power II MultiplayerCTP2 Source Code ProjectCall to Power PBEMCall to Power Multiplayer
Emperor
Monterrey, Mexico
Jun 2001
time: 17:23
14-05-2007 21:53 | www
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Full PM-box? Change here!


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.

E
Call to Power II Democracy GameCTP2 Source Code Project
Emperor
Proud member of the CTP2AE coding team :)
May 1999
time: 15:23
14-05-2007 22:41 | www
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Maq,

That sounds like a good idea, then I'll update the svn periodically and we'll have a readily available AE_mod more often

Maquiladora
Call to Power II MultiplayerCTP2 Source Code ProjectCall to Power PBEMCall to Power Multiplayer
Emperor
Monterrey, Mexico
Jun 2001
time: 17:23
15-05-2007 05:22 | www
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http://apolyton.net/upload/view.php..._aemodv0_01.rar

I'll update the readme above shortly.

Maquiladora
Call to Power II MultiplayerCTP2 Source Code ProjectCall to Power PBEMCall to Power Multiplayer
Emperor
Monterrey, Mexico
Jun 2001
time: 17:23
21-05-2007 01:55 | www
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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

E
Call to Power II Democracy GameCTP2 Source Code Project
Emperor
Proud member of the CTP2AE coding team :)
May 1999
time: 15:23
21-05-2007 15:46 | www
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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.

Maquiladora
Call to Power II MultiplayerCTP2 Source Code ProjectCall to Power PBEMCall to Power Multiplayer
Emperor
Monterrey, Mexico
Jun 2001
time: 17:23
21-05-2007 18:52 | www
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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.

E
Call to Power II Democracy GameCTP2 Source Code Project
Emperor
Proud member of the CTP2AE coding team :)
May 1999
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Maq

Once we get the AE mod in a playable state and its confirmed that the playtest is fairly stable, are up to starting a succession game?

Maquiladora
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Emperor
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time: 17:23
21-05-2007 20:02 | www
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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.

E
Call to Power II Democracy GameCTP2 Source Code Project
Emperor
Proud member of the CTP2AE coding team :)
May 1999
time: 15:23
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Maq,

my religion code appears to be working in my next playtest. You think we should add it to the AE? In its current state we'll have to make duplicate units of each religion (I guess for now we could reuse the sprite). but the holy city wonders will need to be added as well.

Maquiladora
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Emperor
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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.

E
Call to Power II Democracy GameCTP2 Source Code Project
Emperor
Proud member of the CTP2AE coding team :)
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time: 15:23
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ok, but it may take me a bit to put it in. RL is a bit busy and it is summer in San Diego after all


How it works:

1) religious unit has convert city flag and settle building flag

2) religious unit converts city, the rreligion building in 'settlebuilding' flag is then added to the city

3) the religion building has ReligionIcon flag

4) city displays icon in religion icon code

5) if the player has the holy city wonder thereis a flag to collect gold from the listed building in any city

6)player gets that gold per turn

I wish I could figure out how to set your state religion and have it impact diploacy but no luck yet

Maquiladora
Call to Power II MultiplayerCTP2 Source Code ProjectCall to Power PBEMCall to Power Multiplayer
Emperor
Monterrey, Mexico
Jun 2001
time: 17:23
02-07-2007 21:54 | www
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Tired of ads?


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?

E
Call to Power II Democracy GameCTP2 Source Code Project
Emperor
Proud member of the CTP2AE coding team :)
May 1999
time: 15:23
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we would have to change the cleric from govt only..or make a missionary unit.

how do you get a religion...

I forgot. 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...

1) the player [or if we choose any player] has discovered a technology

2) that technology enables a holy city wonder

3) who ever builds the wonder first founds the new religion

4) holy city wonder has ActualBuildingeverwhere that builds the eligious buildings

5) the missionary unit can only be built if you have that religious building in a city

then go to my steps above

Maquiladora
Call to Power II MultiplayerCTP2 Source Code ProjectCall to Power PBEMCall to Power Multiplayer
Emperor
Monterrey, Mexico
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.

Maquiladora
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Emperor
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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.

EPW
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Emperor
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I have mixed feelings about the terraforming changes, obviously it could be abused, but its also fun to build super-production cities. Perhaps increasing the PW cost to build a hill or a mountain may be a better solution.

On the other hand, the AI can't use it and probably will never be able to use it effectively. And its not very realistic to build a hill and then mine it...

Maquiladora
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Emperor
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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.

EPW
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Emperor
??
Jan 2004
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