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Topic: Tentative Project - Part Three |  |
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skorpion59 CTP Maps Webmaster Tulsa, Oklahoma, USA, (GMT -6) May 99
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posted December 04, 2000 07:57
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This is great, I will check it out.You know if I spend enough time learning CtP2, by the time I am done, all the map work will be done.  On a more serious side, which of the Start Location options did you use on the cradle map. It would help in finding out what works and what doesn't work when creating map scenarios. BTW, loved your readme file that came with it.
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skorpion59 CTP Maps Webmaster Tulsa, Oklahoma, USA, (GMT -6) May 99
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posted December 04, 2000 07:57
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This is great, I will check it out.You know if I spend enough time learning CtP2, by the time I am done, all the map work will be done.  On a more serious side, which of the Start Location options did you use on the cradle map. It would help in finding out what works and what doesn't work when creating map scenarios. BTW, loved your readme file that came with it.
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Metamorph Warlord Commack, NY, USA Mar 99
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posted November 26, 2000 14:50
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ICS.It's been a very long time since I uttered those three letters. The bane of all enjoyment I ever hoped to glean from any civlike game I'd ever played. That evil, nauseating concept, which every single game designer I've ever encountered seemed to simply shirk off as a mythical, magical fairy-tale. Well, I've fiddled with CtP2 for a few days now, and I have to say that I'm slightly impressed. While ICS is not eliminated, it's certainly hampered by the new resource design model. So I concur heartily in that respect; it's a great idea, and is a bold step toward eliminating ICS altogether. Furthermore, since "specialization" of tiny cities early in the game is no longer a feasible option (i.e., thowing workers on high food tiles for population, then switching to production tiles to build units), pumping out massive amounts of settlers is no mere feat. So as a cumulative result, building a huge hairy horde of cities is additionally difficult. Throw in the fact that it's a bit more difficult to advance in government, as well as the presence of more strict city totals per government type, and we're coming along nicely. Many of these concepts, in fact, are clearly derived directly from various mods that were made to try desperately to render CtP1 into an almost playable condition. Suffice it to say, I tried to ICS, and failed -- and am pleasantly surprised by the fact. I of course intend to go back, learn the precise nicities of the radius production model, and go about attempting exploitation on the micromanagement level and see how that goes. But all in all, so far, things are looking much brighter. On the ICS front, that is. Wall of Flesh still seems to be a problem. But one nightmare at a time, I suppose... - Metamorph |
Metamorph Warlord Commack, NY, USA Mar 99
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posted November 26, 2000 14:50
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ICS.It's been a very long time since I uttered those three letters. The bane of all enjoyment I ever hoped to glean from any civlike game I'd ever played. That evil, nauseating concept, which every single game designer I've ever encountered seemed to simply shirk off as a mythical, magical fairy-tale. Well, I've fiddled with CtP2 for a few days now, and I have to say that I'm slightly impressed. While ICS is not eliminated, it's certainly hampered by the new resource design model. So I concur heartily in that respect; it's a great idea, and is a bold step toward eliminating ICS altogether. Furthermore, since "specialization" of tiny cities early in the game is no longer a feasible option (i.e., thowing workers on high food tiles for population, then switching to production tiles to build units), pumping out massive amounts of settlers is no mere feat. So as a cumulative result, building a huge hairy horde of cities is additionally difficult. Throw in the fact that it's a bit more difficult to advance in government, as well as the presence of more strict city totals per government type, and we're coming along nicely. Many of these concepts, in fact, are clearly derived directly from various mods that were made to try desperately to render CtP1 into an almost playable condition. Suffice it to say, I tried to ICS, and failed -- and am pleasantly surprised by the fact. I of course intend to go back, learn the precise nicities of the radius production model, and go about attempting exploitation on the micromanagement level and see how that goes. But all in all, so far, things are looking much brighter. On the ICS front, that is. Wall of Flesh still seems to be a problem. But one nightmare at a time, I suppose... - Metamorph |
Metamorph Warlord Commack, NY, USA Mar 99
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posted November 26, 2000 14:50
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ICS.It's been a very long time since I uttered those three letters. The bane of all enjoyment I ever hoped to glean from any civlike game I'd ever played. That evil, nauseating concept, which every single game designer I've ever encountered seemed to simply shirk off as a mythical, magical fairy-tale. Well, I've fiddled with CtP2 for a few days now, and I have to say that I'm slightly impressed. While ICS is not eliminated, it's certainly hampered by the new resource design model. So I concur heartily in that respect; it's a great idea, and is a bold step toward eliminating ICS altogether. Furthermore, since "specialization" of tiny cities early in the game is no longer a feasible option (i.e., thowing workers on high food tiles for population, then switching to production tiles to build units), pumping out massive amounts of settlers is no mere feat. So as a cumulative result, building a huge hairy horde of cities is additionally difficult. Throw in the fact that it's a bit more difficult to advance in government, as well as the presence of more strict city totals per government type, and we're coming along nicely. Many of these concepts, in fact, are clearly derived directly from various mods that were made to try desperately to render CtP1 into an almost playable condition. Suffice it to say, I tried to ICS, and failed -- and am pleasantly surprised by the fact. I of course intend to go back, learn the precise nicities of the radius production model, and go about attempting exploitation on the micromanagement level and see how that goes. But all in all, so far, things are looking much brighter. On the ICS front, that is. Wall of Flesh still seems to be a problem. But one nightmare at a time, I suppose... - Metamorph |
Metamorph Warlord Commack, NY, USA Mar 99
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posted November 26, 2000 14:50
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ICS.It's been a very long time since I uttered those three letters. The bane of all enjoyment I ever hoped to glean from any civlike game I'd ever played. That evil, nauseating concept, which every single game designer I've ever encountered seemed to simply shirk off as a mythical, magical fairy-tale. Well, I've fiddled with CtP2 for a few days now, and I have to say that I'm slightly impressed. While ICS is not eliminated, it's certainly hampered by the new resource design model. So I concur heartily in that respect; it's a great idea, and is a bold step toward eliminating ICS altogether. Furthermore, since "specialization" of tiny cities early in the game is no longer a feasible option (i.e., thowing workers on high food tiles for population, then switching to production tiles to build units), pumping out massive amounts of settlers is no mere feat. So as a cumulative result, building a huge hairy horde of cities is additionally difficult. Throw in the fact that it's a bit more difficult to advance in government, as well as the presence of more strict city totals per government type, and we're coming along nicely. Many of these concepts, in fact, are clearly derived directly from various mods that were made to try desperately to render CtP1 into an almost playable condition. Suffice it to say, I tried to ICS, and failed -- and am pleasantly surprised by the fact. I of course intend to go back, learn the precise nicities of the radius production model, and go about attempting exploitation on the micromanagement level and see how that goes. But all in all, so far, things are looking much brighter. On the ICS front, that is. Wall of Flesh still seems to be a problem. But one nightmare at a time, I suppose... - Metamorph |
Phalanx2000 Settler Dallas Tejas Dec 2000
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posted December 06, 2000 15:11
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Ignore my last post, i am ignorant... I didn't realize you did the N. America one only |
Phalanx2000 Settler Dallas Tejas Dec 2000
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posted December 06, 2000 15:11
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Ignore my last post, i am ignorant... I didn't realize you did the N. America one only |
TheBirdMan King Denmark Sep 1999
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posted November 24, 2000 08:04
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Wes - what do you think?Go on.....  I'll support and irritate you (with words and posts) just as I use to do  Just - I can't playtest anything yet  I don't know when the game will come in the stores in Denmark - think I have to wait a couple of weeks yet  ------------------ Woodstock was here! |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted December 23, 2000 23:12
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I left spaces in the newsprite text for the Alexander generals and the different Samurai from the Magnificent scenario, in case someone wanted to add them. Right now, I don't know how the AI is taught to use them. I also don't know about buiding them either. I think that the generals are something better fitted to scenarios, but I left the option open in case we figure something out. If someone wanted to jump in and make this their pet project, then more power to you. There are certainly enough areas of the game for people to take an interest in developing. |
MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted November 26, 2000 15:10
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hey Metamorph, long time no see...  it's glad to hear you syaing this about ics. i'm one of the guys who just play and dont get into experiments and close looks in the game mechanics  |
MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted November 26, 2000 15:10
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hey Metamorph, long time no see...  it's glad to hear you syaing this about ics. i'm one of the guys who just play and dont get into experiments and close looks in the game mechanics  |
MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted November 26, 2000 15:10
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hey Metamorph, long time no see...  it's glad to hear you syaing this about ics. i'm one of the guys who just play and dont get into experiments and close looks in the game mechanics  |
MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted November 26, 2000 15:10
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hey Metamorph, long time no see...  it's glad to hear you syaing this about ics. i'm one of the guys who just play and dont get into experiments and close looks in the game mechanics  |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted December 06, 2000 15:18
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If your talking about Omni's World Map... the goods are random, until someone comes up with a way to implement more than just monetary changes for goods... hopefully in the near future...Omni (sorry didn't mean to interfer with your review thread) |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted December 06, 2000 15:18
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If your talking about Omni's World Map... the goods are random, until someone comes up with a way to implement more than just monetary changes for goods... hopefully in the near future...Omni (sorry didn't mean to interfer with your review thread) |
Yoleus Chieftain
Nov 2000
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posted November 24, 2000 08:21
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...and pleease: 1) leave production in the sea (you know, there are cities in Scandinavia built almost with only whale bones) 2) what about: -ancient age (piramid city) -classical age (the roman city) -middle age (the castle...thank you for the castle) -renaissance (a renaissance city) -industrialization (again, thanks...) -modern age -information age ("genetic"? really?) -diamond age (we love you, Neal Stephenson: anybody read the book? Snowcrash?) 3) there are some issues on the ages units in some threads... without make an uselessly enormous number of them, and leaving stealth units as they are, what about: -ancient: warriors, hoplites, horsemen (scouts), archers, chariots, triremes; -classical: legions, elephants, catapults, mounted archers, fire triremes; -middle age ikemen, knights, swordsmen, crusaders, longships; -renaissance: musketeers, cannons, dragoons, galleons, frigades; -industrial age: ship of the line, ironclad, riflemen, cavalry, artillery, zeppelin (why not?); -modern age: all the modern stuff in CTPII. -information age: "genetic" stuff in CTPII; -diamond age: diamond stuff plus some new air powerful whatever (we can use ALL the old sprites from CivCTP, they are still there!) 4) government: fascism in the Renaissance? What about in industrial age, AFTER industrialization and nationalism? And by the way, theocracy BEFORE the republic. I know, I probably ask for too much, but I wanted to show my point. |
MrFun Prince United States, Iowa Nov 2000
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posted December 06, 2000 23:39
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Don't cha worry Omni - I won't go and nuke your cities for posting.  Seriously, any thoughts from you are welcome in this topic just like anyone else.  |
MrFun Prince United States, Iowa Nov 2000
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posted December 06, 2000 23:39
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Don't cha worry Omni - I won't go and nuke your cities for posting.  Seriously, any thoughts from you are welcome in this topic just like anyone else.  |
TheBirdMan King Denmark Sep 1999
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posted November 24, 2000 11:51
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No Yoleus - you have not asked too much.Go to the CTP forum >CTP-Creation and CTP-General, choose "Show topics from the last year". Then you will see. Wes, Morgoth, Harlan, Nordicus - I would not mention more, its unfair to whom I forget - but there were many-many more. They made CTP to a game, that I would never sell or trash. I play CIV II too, with patch 2.42 of course (the last free) - that will not be trashed either - due to the patches.
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TheLimey Prince
May 2000
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posted November 26, 2000 16:14
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quote:
 Originally posted by MarkG on 11-26-2000 02:45 PM
what i have noticed is that generally the ai is not very aggresive. there is a question though: if you never provoke a big ai and often give him "presents", should he ignore all that and start a war against you?another question is: should each ai act as if it against everyone else(including the other ai's), or should all ai's be against you "underneath"?
if the human wants a more challenging he just has to stop "cheating" through ics
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In answer to the first point, I believe that the AI is not agressive enough. There should probably be a ganging up on the human by most if not all of the AI's, and a more realistic model of trust and happiness, for maintaining Alliances, and getting AI's to agree. The situation where the AI only agrees to stop trespass is only such an issue, because the player is almost the leader by default. There is no 'middle act' at the moment, and this desparately needs to be changed. In answer to your second point, I've seen the AI virtually ICS in CtP1 (with medmod)... it remains to be seen how effective it can become in CtP2. Regarding artifically maintained limitations, these seem so dumb. OCC is such a beast. ICS can definitely be mitigated or destroyed by altering the game mechanics appropriately. If it can be done, it should be done. Theres just no good reason not to. |
TheLimey Prince
May 2000
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posted November 26, 2000 16:14
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quote:
 Originally posted by MarkG on 11-26-2000 02:45 PM
what i have noticed is that generally the ai is not very aggresive. there is a question though: if you never provoke a big ai and often give him "presents", should he ignore all that and start a war against you?another question is: should each ai act as if it against everyone else(including the other ai's), or should all ai's be against you "underneath"?
if the human wants a more challenging he just has to stop "cheating" through ics
 |
In answer to the first point, I believe that the AI is not agressive enough. There should probably be a ganging up on the human by most if not all of the AI's, and a more realistic model of trust and happiness, for maintaining Alliances, and getting AI's to agree. The situation where the AI only agrees to stop trespass is only such an issue, because the player is almost the leader by default. There is no 'middle act' at the moment, and this desparately needs to be changed. In answer to your second point, I've seen the AI virtually ICS in CtP1 (with medmod)... it remains to be seen how effective it can become in CtP2. Regarding artifically maintained limitations, these seem so dumb. OCC is such a beast. ICS can definitely be mitigated or destroyed by altering the game mechanics appropriately. If it can be done, it should be done. Theres just no good reason not to. |
TheLimey Prince
May 2000
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posted November 26, 2000 16:14
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quote:
 Originally posted by MarkG on 11-26-2000 02:45 PM
what i have noticed is that generally the ai is not very aggresive. there is a question though: if you never provoke a big ai and often give him "presents", should he ignore all that and start a war against you?another question is: should each ai act as if it against everyone else(including the other ai's), or should all ai's be against you "underneath"?
if the human wants a more challenging he just has to stop "cheating" through ics
 |
In answer to the first point, I believe that the AI is not agressive enough. There should probably be a ganging up on the human by most if not all of the AI's, and a more realistic model of trust and happiness, for maintaining Alliances, and getting AI's to agree. The situation where the AI only agrees to stop trespass is only such an issue, because the player is almost the leader by default. There is no 'middle act' at the moment, and this desparately needs to be changed. In answer to your second point, I've seen the AI virtually ICS in CtP1 (with medmod)... it remains to be seen how effective it can become in CtP2. Regarding artifically maintained limitations, these seem so dumb. OCC is such a beast. ICS can definitely be mitigated or destroyed by altering the game mechanics appropriately. If it can be done, it should be done. Theres just no good reason not to. |
TheLimey Prince
May 2000
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posted November 26, 2000 16:14
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quote:
 Originally posted by MarkG on 11-26-2000 02:45 PM
what i have noticed is that generally the ai is not very aggresive. there is a question though: if you never provoke a big ai and often give him "presents", should he ignore all that and start a war against you?another question is: should each ai act as if it against everyone else(including the other ai's), or should all ai's be against you "underneath"?
if the human wants a more challenging he just has to stop "cheating" through ics
 |
In answer to the first point, I believe that the AI is not agressive enough. There should probably be a ganging up on the human by most if not all of the AI's, and a more realistic model of trust and happiness, for maintaining Alliances, and getting AI's to agree. The situation where the AI only agrees to stop trespass is only such an issue, because the player is almost the leader by default. There is no 'middle act' at the moment, and this desparately needs to be changed. In answer to your second point, I've seen the AI virtually ICS in CtP1 (with medmod)... it remains to be seen how effective it can become in CtP2. Regarding artifically maintained limitations, these seem so dumb. OCC is such a beast. ICS can definitely be mitigated or destroyed by altering the game mechanics appropriately. If it can be done, it should be done. Theres just no good reason not to. |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted December 07, 2000 02:30
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Hey can I get a copy of the original map file, since the scenario load and the savegame aren't loading up on my computer... but every map file does.... it's strange... I don't remember changing much... awell think about that another timeOmni |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted December 07, 2000 02:30
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Hey can I get a copy of the original map file, since the scenario load and the savegame aren't loading up on my computer... but every map file does.... it's strange... I don't remember changing much... awell think about that another timeOmni |
TheLimey Prince
May 2000
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posted November 26, 2000 16:21
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Metamorph>Its interesting to hear you say that ICS is mitigated in CtP2. What I get from the player reports in general is that its far too easy to grow a city in whatever location is available, without the aid of TI's and improvements. TI's and improvements SHOULD be necessary to grow in less optimal spots, forcing players to resource new cities appropriately and stamp out the remnants of the curse of ICS. Regarding Wall of Flesh, or Wall of Beef as it was in CtP1 , I think I have an idea of how to mitigate this, that I mentioned above. Make war much more expensive. I.E. You still CAN make war but do you WANT TO? Less units doesn't mean less of a game; it will run quicker, and make the units that are there more important. The more I see, the more I think, less IS more. |
TheLimey Prince
May 2000
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posted November 26, 2000 16:21
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Metamorph>Its interesting to hear you say that ICS is mitigated in CtP2. What I get from the player reports in general is that its far too easy to grow a city in whatever location is available, without the aid of TI's and improvements. TI's and improvements SHOULD be necessary to grow in less optimal spots, forcing players to resource new cities appropriately and stamp out the remnants of the curse of ICS. Regarding Wall of Flesh, or Wall of Beef as it was in CtP1 , I think I have an idea of how to mitigate this, that I mentioned above. Make war much more expensive. I.E. You still CAN make war but do you WANT TO? Less units doesn't mean less of a game; it will run quicker, and make the units that are there more important. The more I see, the more I think, less IS more. |
TheLimey Prince
May 2000
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posted November 26, 2000 16:21
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Metamorph>Its interesting to hear you say that ICS is mitigated in CtP2. What I get from the player reports in general is that its far too easy to grow a city in whatever location is available, without the aid of TI's and improvements. TI's and improvements SHOULD be necessary to grow in less optimal spots, forcing players to resource new cities appropriately and stamp out the remnants of the curse of ICS. Regarding Wall of Flesh, or Wall of Beef as it was in CtP1 , I think I have an idea of how to mitigate this, that I mentioned above. Make war much more expensive. I.E. You still CAN make war but do you WANT TO? Less units doesn't mean less of a game; it will run quicker, and make the units that are there more important. The more I see, the more I think, less IS more. |
TheLimey Prince
May 2000
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posted November 26, 2000 16:21
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Metamorph>Its interesting to hear you say that ICS is mitigated in CtP2. What I get from the player reports in general is that its far too easy to grow a city in whatever location is available, without the aid of TI's and improvements. TI's and improvements SHOULD be necessary to grow in less optimal spots, forcing players to resource new cities appropriately and stamp out the remnants of the curse of ICS. Regarding Wall of Flesh, or Wall of Beef as it was in CtP1 , I think I have an idea of how to mitigate this, that I mentioned above. Make war much more expensive. I.E. You still CAN make war but do you WANT TO? Less units doesn't mean less of a game; it will run quicker, and make the units that are there more important. The more I see, the more I think, less IS more. |
lev Chieftain Beaverton, OR, USA May 99
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posted November 24, 2000 13:20
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You go, Wes!  I like all of your ideas mentioned above, and look forward to playing the mod. As for Fascism, my main gripe was submachinegun-toting Fascist units appearing so early. I say move Fascism back to where it was in CtP1 (as you describe). Another suggestion for Fascism: make it even more powerful, but include a random refugee trigger whereby a citizen would "escape" one of your cities and flee to another empire's city, every now and then... Unit suggestion: make machinegunners more defensive than offensive, to be more accurate. Once you have machinegunners, infantry (and other machinegunners) shouldn't be enough to overcome them without artillery and/or tanks and/or air support. |
Locutus Prince Apolyton Borg Hengelo/Enschede, The Netherlands Nov 1999
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posted November 24, 2000 14:23
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Sounds very good Wes, I'm looking forward to trying it out. Maybe you shouldn't post charts here but save them as HTML files and post them on your website? It will make posting them easier for you and reading easier for us, a win-win situation FYI, I already converted the Militia code from CtPI to SLIC2 format, but I haven't had the time to test it yet. The Wonder triggers should be a piece of cake, I'll look into those one of these days as well. I suppose I'll leave the Refugee trigger to Gedrin and start working on the Repair trigger after finishing my tests with the Militia code. Do you know if the rate at which units heal (inside or outside cities) is stored anywhere in a text-file? Having that info and being able to manipulate that will make things sooo much easier  Personally, I like MedMod II: The Next Generation best. Everyone knows Star Trek and ST: TNG but you have to be a bit of a Sci-Fi freak to know and appriciate Babylon 5, so I think The Next Generation will appeal to more people then In the Beginning. |
MrFun Prince United States, Iowa Nov 2000
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posted December 07, 2000 10:05
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Hey Omni, I e-mailed you the original map file of North America. |
MrFun Prince United States, Iowa Nov 2000
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posted December 07, 2000 10:05
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Hey Omni, I e-mailed you the original map file of North America. |
TheLimey Prince
May 2000
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posted November 26, 2000 16:29
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I almost forgot to mention, that I strongly believe that the slaver should be destroyed after capturing one slave through battle.Thats another 'Infinite Sleaze' blag newly introduced in CtP1 and continued in CtP2. Of course, anti-slaver stuff should be made more expensive. |
TheLimey Prince
May 2000
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posted November 26, 2000 16:29
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I almost forgot to mention, that I strongly believe that the slaver should be destroyed after capturing one slave through battle.Thats another 'Infinite Sleaze' blag newly introduced in CtP1 and continued in CtP2. Of course, anti-slaver stuff should be made more expensive. |
TheLimey Prince
May 2000
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posted November 26, 2000 16:29
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I almost forgot to mention, that I strongly believe that the slaver should be destroyed after capturing one slave through battle.Thats another 'Infinite Sleaze' blag newly introduced in CtP1 and continued in CtP2. Of course, anti-slaver stuff should be made more expensive. |
TheLimey Prince
May 2000
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posted November 26, 2000 16:29
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I almost forgot to mention, that I strongly believe that the slaver should be destroyed after capturing one slave through battle.Thats another 'Infinite Sleaze' blag newly introduced in CtP1 and continued in CtP2. Of course, anti-slaver stuff should be made more expensive. |
Diodorus Sicilus Warlord Steilacoom, WA, USA May 99
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posted November 26, 2000 18:17
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Limey et al: One way to realistically hamper the "Build thru Slavery" model in CtPII, which I admit was an easy way to "supersize" early cities in CtPI, is to introduce the real drawbacks to slavery into the game. Neither CtPI nor, apparently, CtPII have them now. They are: Lack of Technical Improvement. It wasn't until the Roman Empire stopped expanding and bringing in slaves, coupled with a serious manpower shortage within the Empire, that they developed the great multiple-water wheel-powered mills or the windmills that powered much of the medieval improvements in manufacturing. Likewise, Heiro's early experiments with hydraulic and steam-powered gadgets went nowhere because with plenty of slave labor no one needed powered machinery to replace manual labor. Diplomatic Trouble. Quickest way to become enemies with some civilizations was to enslave their poeple. Rome was guaranteed to come after anyone enslaving Roman citizens, and Christian states in the later middle ages took an extremely dim view of non-Christians enslaving the believers. Later still, once the view that slavery was morally wrong began to spread, being a slave-holding state could leave you seriously isolated - as in the American Confederacy in the ACW, which even through military victories couldn't overcome the moral reluctance of European powers to intervene on the side of slavers. Slave Revolt. Even when the slaves don't revolt, immense resources have to be allocated to keep an eye on them. Sparta became a miliarist state partly to keep its Helots down, After the Spartacus episode Rome had large numbers of troops and semi-military vigiles watching the slave population.Count up the Overseers, Slave Catchers, Guards, Militia, etc., etc in the American South in the 1850s, and an appreciable percentage of the otherwise-productive part of the population is tied down watching their slaves. I think, if these elements were included in the game, the practice of slavery would become more 'balanced' and the option to become a slave-holding civ would be a real choice instead of one you can't afford to make because slaves make it too easy to outstrip your opponents. |
Diodorus Sicilus Warlord Steilacoom, WA, USA May 99
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posted November 26, 2000 18:17
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Limey et al: One way to realistically hamper the "Build thru Slavery" model in CtPII, which I admit was an easy way to "supersize" early cities in CtPI, is to introduce the real drawbacks to slavery into the game. Neither CtPI nor, apparently, CtPII have them now. They are: Lack of Technical Improvement. It wasn't until the Roman Empire stopped expanding and bringing in slaves, coupled with a serious manpower shortage within the Empire, that they developed the great multiple-water wheel-powered mills or the windmills that powered much of the medieval improvements in manufacturing. Likewise, Heiro's early experiments with hydraulic and steam-powered gadgets went nowhere because with plenty of slave labor no one needed powered machinery to replace manual labor. Diplomatic Trouble. Quickest way to become enemies with some civilizations was to enslave their poeple. Rome was guaranteed to come after anyone enslaving Roman citizens, and Christian states in the later middle ages took an extremely dim view of non-Christians enslaving the believers. Later still, once the view that slavery was morally wrong began to spread, being a slave-holding state could leave you seriously isolated - as in the American Confederacy in the ACW, which even through military victories couldn't overcome the moral reluctance of European powers to intervene on the side of slavers. Slave Revolt. Even when the slaves don't revolt, immense resources have to be allocated to keep an eye on them. Sparta became a miliarist state partly to keep its Helots down, After the Spartacus episode Rome had large numbers of troops and semi-military vigiles watching the slave population.Count up the Overseers, Slave Catchers, Guards, Militia, etc., etc in the American South in the 1850s, and an appreciable percentage of the otherwise-productive part of the population is tied down watching their slaves. I think, if these elements were included in the game, the practice of slavery would become more 'balanced' and the option to become a slave-holding civ would be a real choice instead of one you can't afford to make because slaves make it too easy to outstrip your opponents. | |