Call to Power 2 Apolyton Edition Addon (12-Jun-2011 Release)

Call to Power 2 Apolyton Edition Addon (12-Jun-2011 Release) 1111

NOTES:
  1. Below is the original readme so some urls may no longer work. The Apolyton Edition source code now resides here: https://github.com/civctp2/civctp2
  2. This addon already contains the CTP2 Super Apolyton Pack 2.0 but with MUCH more addon content and bug fixes. It's pretty much a minimum requirement these days if you want to play CTP2 without issues.
Apolyton1.jpg

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README:

THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION.
This version of the Call To Power 2 executable developed at apolyton.net

Contact the authors on the Apolyton forums at
https://apolyton.net/forum/other-games/call-to-power-2/ctp2-source-code-project
or at ctp2source@apolyton.net


This is the current state of the source code project released for playtesting.

Playtesters should be aware that these files are intended for a plain vanilla
install of CTP2. It should also be no problem to install over a patched
version of CTP2, or over a previous playtest version.

In theory this version is now compatible with most of the mods, but special
actions may be required to make them work properly. Please visit the
thread mentioned below and ask if you need more information.

Installation instructions:
Unzip into your CTP2 directory and play. If you get warnings about
overwriting existing files then you have unzipped to the correct location.
It might be wise, if you have the space available, to make a copy of
your CTP2 directory and unzip this into the copy, so that you can preserve an
unchanged copy for playing mods, etc.

After installation, you can start a new game or continue a game from
a previous version. All you need to do - after loading your save game - is to
open the chat window by typing the apostrophe key (') and enter: /reloadslic
You have to do this procedure once per save game.

For Chinese gamers: If you use a Chinese version of the game you have to
first rename your ..\ctp2_data\english\ folder to
..\ctp2_data\chinese\, then unzip the Apolyton Edition
over your CTP2 installation, and then edit your
..\ctp2_program\ctp\civpath.txt. This file contains a line
saying "english", change it to "chinese".

Please report any problems, bugs, crashes, etc. in the following thread:
http://apolyton.net/forums/showthread.php?t=196269 "Apolyton CTP2 Edition: Revision 1111 (12-Jun-2011)"

For further reading here are the previous playtest threads:
http://apolyton.net/forums/showthread.php?t=103817 "PROJECT: Playtest"
http://apolyton.net/forums/showthread.php?t=115144 "PROJECT: Playtest II"
http://apolyton.net/forums/showthread.php?t=127059 "PROJECT: Playtest Thread III"
http://apolyton.net/forums/showthread.php?t=147969 "PROJECT: Playtest (the 4th Thread)"
http://apolyton.net/forums/showthread.php?t=161726 "PROJECT: Playtest (Thread No. 5)"
http://apolyton.net/forums/showthread.php?t=172035 "PROJECT: Playtest (Thread No. 6)"
http://apolyton.net/forums/showthread.php?t=185707 "CTP2 Apolyton Edition: Revision 990 (01-Jun-2009)"
http://apolyton.net/forums/showthread.php?t=187205 "CTP2 Apolyton Edition: Revision 1013 (25-Jul-2009)"
http://apolyton.net/forums/showthread.php?t=190316 "Apolyton CTP2 Edition: Revision 1056 (28-Feb-2010)"
http://apolyton.net/forums/showthread.php?t=191653 "Apolyton CTP2 Edition: Revision 1097 (07-Jun-2010)"

Latest Source Code files can be found at: http://ctp2.darkdust.net/ or https://github.com/civctp2/civctp2

Playtesting would be most useful if it tests the most recent changes, which
are described below.

Visit BureauBert's http://www.ctp2.info/ on how to use some new additions.


Spoiler CHANGELOG :
(Well, you don't have to read the full thing. ;)):
2011-06-12 (Revision 1111)
Fixed: The game does not crash, if a city is supposed to be converted and the
converting unit was killed the turn before.
Fixed: The AI does not try to disband settlers anymore.
Fixed: After a reload, the correct strategy is loaded for the AI.
Fixed: The AI does not use units for garrison if they are not needed. This
frees troops for other tasks.
Fixed: Thread and power calculation have been corrected so that the AI does
not waste ressources to fullfil its tasks.
Fixed: The AI does not hunt enemy units far away from home, just because one
has been seen by a spy.
Fixed: The AI uses the nearest unit as rally point for rallying troops. This
way the AI does not get distracted.
Fixed: When the AI is rallying armies, it marks all armies as being used,
even so they are not used. This prevents the AI from assigning those
armies to other tasks, so that the original task can still be
fullfilled.
Fixed: The AI ungroups stealth units from non-stealth units if their goal
is a stealth goal.
Fixed: The AI does not move ships before all passangers are on board.
Fixed: The AI does not use units for beach assault that cannot beach assault.
Fixed: The AI unloads cargo helicopters if they reached land, and there is
only land up to the target.
Fixed: Finished the Oceanforming tab for modders.
Changed: Reduced memory requirements for the AI and sped up the AI.
Fixed: Fixed inccorect calculation of ZOC.
Fixed: The AI unloads its cargo from helicopters in front of the target city
instead of flyring there with the helicopter.
Fixed: Fixed city happiness calculation so that it depends correctly on crime
and pollution. This way the numbers are the same if an entertainer has
been added and then removed.
Changed: The AI waits with building wonders until it has four cities or no
space for more cities.
Changed: The userprofile options crash logging, show city production, civ flags,
enemy health, and new combat have been enabled by default. The
userprofile option scroll delay has been disabled by default.
Changed: The difficulty were renamed to classic civ difficulty names.
Updated: The AE mod to the current state of the Apolyton Edition.
Changed: The AI reconsideres the plans for its units like their paths if they
reveal foreign units.
Fixed: The calculates the strengths of its units correctly even if they are
transported.
Changed: The AI is more likely to conquer cities that are on another continent
but on another side of a strait the AI has access to.
Changed: The AI does not try to use its transporters as attackers, so that
their goal does not fail.
Fixed: The AI recalculates the needed numbers of transporters for it goals
after a process match cycle, this prevents the goal from failing.
Fixed: The AI continues on a goal even after grouping in a city.
Fixed: Fixed city support cost calculation.
Added: Added /beginscheduler command to the chat window. This way the AI
unit movement can be tested without waiting on the other AIs.
Fixed: When the AI steps on an invisible unit it is revealed to the AI so
the Ai can bypass this unit or kill it.
Fixed: Fixed the AI desire war calculation.
Fixed: If a slave raid fails, because the slaver has not enough movement
the victim does not hear that.
Author
Blake00
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