Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site forums as they ran on Ultimate Bulletin Board, 1998–2001. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 2005 site & forums

  Apolyton Civilization Site Forums
  CtP2-Creation/AI
  Alternate Sci-fi Mod completed! (Page 2)

Post New Topic  Post A ReplyPost A Reply In A New Window

This topic is 2 pages long:   1  2  profile | register | preferences | faq | search next newest topic | next oldest topic bottom of page
Author
Topic:   Alternate Sci-fi Mod completed! Format for Better Printing
Ioannes
Settler
Dallas, TX
Dec 2000
posted February 07, 2001 19:02   Click Here to See the Profile for IoannesClick Here to Email Ioannes  send a private message to Ioannes
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I'm enjoying this mod very much. I'm looking forward to later in the game when I have to struggle to survive instead of just mopping up.
However, I'm having the black screen problem. I can't find the Battleview.ldl other than the original one. How can I fix this problem?
BlueO
Chieftain

Dec 2000
posted February 08, 2001 18:11   Click Here to See the Profile for BlueO   send a private message to BlueO
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
In the battleview.ldl, look for the BattleViewTerrainTable block. Change the numstrings to 46. Then add these lines to the end of that block.

string string26 "bv001.tga"
string string27 "bv002.tga"
string string28 "bv003.tga"
string string29 "bv004.tga"
string string30 "upbg007.tga"
string string31 "bv000.tga"
string string32 "bv000.tga"
string string33 "bv000.tga"
string string34 "bv000.tga"
string string35 "bv000.tga"
string string36 "bv000.tga"
string string37 "bv000.tga"
string string38 "bv000.tga"
string string39 "bv000.tga"
string string40 "bv000.tga"
string string41 "bv000.tga"
string string42 "upbg007.tga"
string string43 "bv000.tga"
string string44 "upbg007.tga"
string string45 "upbg007.tga"

Chernobyl
Settler
Tallahassee, FL US of A
Feb 2001
posted February 18, 2001 00:51   Click Here to See the Profile for ChernobylClick Here to Email Chernobyl  send a private message to Chernobyl
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I think the city expansion feature is great, but I really don't like the road building feature. You said that the code automatically uses PW to build roads immediately around cities. Sometimes there are more important things like preventing my city from starving, when I need other things than roads. How do I turn this feature off?

And another bug I found. When selecting empire nationalities, the names of the rulers and the countries are one apart. I pick China and get canadian names, etc.

Thanks if you can fix these major/minor bugs.


------------------
Don't nuke it
[This message has been edited by Chernobyl (edited February 18, 2001).]

Nuo
Settler
Fukuoka, Japan
Feb 2001
posted February 28, 2001 00:26   Click Here to See the Profile for NuoClick Here to Email Nuo  send a private message to Nuo
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Hello.

Whenevery I try to play your mod, I get the error "Could not find CONCEPT_INDUSTRIAL_AGE in string database. I copied gl_str.txt into the mod files, but it didn't help.

Any Ideas on how to correct this?

WesW
apolyton.net/wes
Huntsville, Al., USA
b.02-15-99
posted March 01, 2001 17:54   Click Here to See the Profile for WesWClick Here to Email WesW  send a private message to WesWSend a Message to UIN: 84799350 Visit WesW's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Blue, I remember you saying a while back that you had made new sprites of the Amazons that were much smaller than the original ones. Where can I get these? The ones on Omni's site are the old, huge sized ones.
Nuo
Settler
Fukuoka, Japan
Feb 2001
posted March 03, 2001 19:07   Click Here to See the Profile for NuoClick Here to Email Nuo  send a private message to Nuo
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
My review of the Alternate Sci-Fi Mod (before it crashed for good)

First let me start with the things that I like...

The city expansion graphics are beautiful. Unfortunately for me, I had the the city graphics mod installed which made it so after the renaissance the core city graphic and the sprawl graphics were always one age off. The loss of productivity from not being able to build farms under the sprawl I think is adequately offset by the fact that you can trade the goods to other civs. I was actually quite gratified that there was a market for my civilization's celebrities and businessmen. Good riddance!
Someone posted that the value of said trade routes were insanely high. This is true, but after saving and restarting my game once (and ever after) the goods' value went back to a normal level.

Also, the frenzy AI is challenging to play against (in the first two levels, at least)
In my game (playing the Japanese), I had an alliance with the French who were small and, I thought, rather non-threatening. They sent some settlers through my territory and built two cities in some swamp I wasn't interested in in the southern end of my empire. I ignored them for 400-some years while I concentrated on the English and Nigerians who were waging a very competent war on my northern frontier. Suddenly the French show up in the middle of my territory with three stacks of 12 infantry, and proceed to take over fully half of my empire before I could stop them. They didn't even bother to cancel our alliance. This kind of Machiavellian backstabbing would never have happened with the regular AI. It made the game quite challenging.

Now for stuff that, while interesting, I didn't think worked so well.

The Amazons are waaaay to powerful and seriously unbalancing. In the version I downloaded (1.03), the Amazon governments were *not* required to build the amazon units. In the early game, the combat bonuses of the amazon warrior and archer are small, but in large stacks the comulative effect makes them invincible. I wiped out two empires with one stack of 10 amazons, then felt like I should stop there because I felt it would be unsporting

Ditto for the Bowazon and the Rake. The bowazon has nearly the ranged attack of a cannon, moves twice as fast, and is available right at the beginning of the renaissance. I know the bowazon is expensive to build initially, but the fact that they can almost never lose at that stage of the game makes them quite economical as well. Many stacks of 12 fell to my stack of two bowazons and two valkyries.

The rake has a higher attack than infantry, cavalry, and the fascist and is available earlier. I used a stack of four to wipe out 12 English cities guarded with infantry and catapults.

I suppose the above would all be fair if the AI used the same units against me, but the AI barely uses Amazons at all, and then hardly ever effectively. On a couple occasions the AI used a rake to "assassinate" my border guards, which was interesting (but by then I had tanks...)

I reckon if the Amazons were (a.) restricted to Amazon governments, and (b.) *disbanded* when the government was changed they might not be so unbalancing. Also, if under those governments the AI gave priority to those units, or even built them exclusively (now *that* would be a challenge!!)

I can't say much about the zombies, as I think they may have crashed my game. By chance in my game they showed up on a small island and were very slow getting off. I sent a squadron of 6 interceptors to try to take out a stack of three, but they fell quickly to the zombies' anti-air zombie weapons. C'est le guerre...
The best way to deal with them that I came up with is to catch them in the shallow water and pound them with submarines.


All in all, great mod! This is the most fun I've had playing civilisation yet!

Apolyton Civilization Site Forums
> > > CtP2-Creation/AI Forum

This topic is 2 pages long:   1  2 
next newest topic | next oldest topictop of page

All times are EDT

Administrative Options: Close Topic | Archive/Move | Delete Topic | Top
Post New Topic  Post A ReplyPost A Reply In A New Window
Hop to:

Contact Us
Apolyton Civilization Site

Powered by: Ultimate Bulletin Board, Version 5.44a
© Infopop Corporation (formerly Madrona Park, Inc.), 1998 - 2000.

AltaVista Type or paste text or Web address (beginning with http://) here:
Powered
by Systran
Translate from: 

Front Page | Civilization III | Dinosaurs | Civilization II | Call to Power | Call to Power II | Alpha Centauri | Alternative Civs | Misc | Links | About ACS | GameStats
GameLeague | Scenario League | HAC | Civilization Scenario Collection | Spanish CivII Site | Clash of Civs | CtP Maps | Art of War | WesW's Ctp1/2 Site