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Old July 26, 2001, 16:58   #1
Boots
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CTP fan, need some CTP2 help plz!
Howdy
I just picked up CTP2 today, and I have to admit that so far, I'm not wholely pleased with the new interface. I have some questions/comments that I hope to get some answers to, because I love CTP and really REALLY want to love CTP2 . . .

1) Is there any way to micromanage what workers are working what tiles in your cities? I can't find any way to do this.
2) The fact that you have to click the little arrow in the "unit" tab twice to select the next available unit is kindof a pain--any way to immediately go to the next available unit?

I suppose the little interface ideosynchrasies that I'm used to in CTP and that are different in CTP2 will just take getting used to . . . and I really do want to like this game, but it's a bit disheartening to see that a key function (micromanaging workers) is so hard to figure out. Help me!!

Boots
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Old July 26, 2001, 17:25   #2
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Filling in the details
Boots,

The micro-management from the city view in CTP and others has been replaced by the tile improvements and Public Works points. Read the manual and check the costs on the chart. That will show you how to make the most of the PW points to pump up a cities outputs.

As for selecting the next unit, check the back of the manual for the keyboard commands. If you are on the Units tab, then you can use to view the next unit for example.

If you want to love this game, download and install Wes' Medieval Mod2 and get ready for some intense thinking and planning if you want to survive and prosper.

Good hunting.
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Old July 26, 2001, 19:03   #3
Immortal Wombat
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Workers work all the tiles in the city radius. The efficiency at which they do this is determined by the city size, and the number of specialists. eg. A size one city uses its 8 tiles very inefficiently, a size 5 (?) city, just before the city radius expands is using them all very efficiently, but then it grows, and the size 6 city has 20 inefficient tiles, rather than 8 efficient ones.

Basically, tile improvements help, specialists make you more inefficient overall, but help out in specialising.

The o key selects the next available unit.
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Old July 27, 2001, 10:16   #4
Pedrunn
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1)The tile worker is out. The city works all the tiles in its radius. At first i also thought it was a big loss, but once you start playing you realize that was for the best.

2) Press the next unit button. Or in case of building armies (what you will also think a pain) get the option in the right click.

If you want to really love CTP2, do not play it plain. Get the Apolyton Pack that fixes the bugs (specially AI bugs). Or get the MedMod to see some good new stuffs.
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Old July 27, 2001, 10:28   #5
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thanks guys . . .
thanks for the replies. It all makes sense now . . .

and, since I'm not really invested at all yet in the games I've played, I'll go ahead and try the mod you're raving about.

keep the faith,
Boots
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Old July 27, 2001, 12:04   #6
Martin Gühmann
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Boots you should also try Apolyton Pack if you want a game that is rather fixed than move the gameplay into the middle ages. You should also try Craddle an ancient mod.

-Martin
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Old July 27, 2001, 13:55   #7
Pedrunn
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Martin, I dont think the Medieval Pack has its changes in the
middle ages, The change are mostly in all ages except at genetic and diamod age that has much less.

Have you ever play it? Or you are judging just by the name? Or did I noticed it wrong?

Anyway, boots we have three mods currently and they are:

Apolyton - CTP2 fixed

Craddle - For those who like the ancient age (new units and advances) and a good war (very agressive AI)

MedMod - whole bunch of new stuff (40 new units and 50 new advances and more)


By gettig this mods you do not loose the original, and you can get all mods and choose wich one you want to play in the modswapper screen.
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Last edited by Pedrunn; July 27, 2001 at 14:20.
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Old July 28, 2001, 07:06   #8
Martin Gühmann
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Quote:
Originally posted by Martin Gühmann
rather fixed than move the gameplay into the middle ages.
I guess my statement was a little bit brief. Of course MedPack2 has a lot improvements, like the refugee trigger or the many new techs. I played two games with the ninth or tenth June update. My problem in both games was that I was far behind the timeline, that was also true for the AIs. In my second game I came farther in science, because I stole a lot of techs from one AI, but I also wasn't able to discover all techs until 2200 AD. Unfortunatly I had to give away my new computer for a check up therefore I can't try the latest version of MedPack2 and playing a game in only in two days from 4000BC up to 2200 on an gigantic map and with ten civs.

Quote:
Originally posted by Pedrunn
The change are mostly in all ages except at genetic and diamod age that has much less.
I think that's my problem Pedrunn it is not a question how good this mod is and of course it can be still improved, but it also improved the game so far that it makes the game worth for playing. For me it is just a question of taste my favourite time period is the future not the past. And the future comes a little bit to short in the MedPack2. From this point of view the ApolytonPack is my favourite, because it does not move the gameplay backwards, but also not forewards. Note that the future is unknown therefore it lies in our hand or in our heads to imagine how it could be. Will it be positive or will it be negative?

-Martin
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