Comments (3)
I don't think so. And what do you call a mod. I would restrict it to modifying game files, but not source files. We added a few things from classical mods, that are most prominently CityMod and GoodMod. We did not add things from the slic files, since the idea was that this stuff should be implemented in the source.
However, there are still a few things we could include, I thing the stuff from map.txt concerning world generation would be a good addition.
Other things are bit questionable, the people tweaked the priorities in the goals for attack and siege hoping that they would improve the AI. However, that does not help if the logic in the code is flawed.
Beside that #49 addresses something changed by Activision, so if it all then it would be in the official manual if at all.
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Hm, then what is this EMOD that pops up in the code?
Improvements to the AI are not necessarily needed by a gamer, but new options/behaviours like #73 would do well.
Beside that #49 addresses something changed by Activision, so if it all then it would be in the official manual if at all.
Agree, but if activision missed it, our documentation for new stuff could also include a section like "explanations to activision manual and things that are missing in the original manual"
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Hm, then what is this EMOD that pops up in the code?
That are modifciations by E (his user name on Apolyton, ekmek on CivFanatics). So he added quite some stuff to the game. However, he is not a programmer, so the things are half done. And I eded up to fix the things or care that they are not in the way.
Improvements to the AI are not necessarily needed by a gamer, but new options/behaviours like #73 would do well.
That depends, originally one of the big complains about the game was the weak AI, and that was one of our issues:
Fix the AI
Sounds simple but a game AI is quite complex so there are many issues. It least it should be a bit challenging, an AI that you can beat at every wonder is a bit dull. In principle, every game has an AI that is flawed in one respect or in another. Simply because AIs are complex, so you have a lot of chances to screw up.
Of course, a game that runs faster and needs less memory is useful for the gamer, especially if it does not crash because it runs out of memory.
But you are right, we need also a few more goodies for the next release.
Agree, but if activision missed it, our documentation for new stuff could also include a section like "explanations to activision manual and things that are missing in the original manual"
True.
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Related Issues (20)
- Re-introducing the Space Layer HOT 13
- Help with assembly code in C3Blitter Apple Silicon HOT 3
- Drop-down lists have no scroll option HOT 1
- Remofications due to buy of Activision by Microsoft HOT 1
- Windows release HOT 5
- My lets play of original Activision version Call to power 2 HOT 2
- Is this good time to ask Microsoft for Activision assets? HOT 6
- Having issues getting this edition to work on Lubuntu (Jammy Jellyfish) HOT 35
- CI testing integration to Travis and GitLab broken HOT 1
- Nation conquered message even if nation still exists HOT 3
- Unhappiness due to War Discontent possibly processed wrongly HOT 2
- Old repo at ctp2.darkdust.net is going to be removed HOT 4
- How to enable console printing? HOT 2
- Nuke "move" animation does not display correct facing? HOT 1
- monthly rebuild GL-CI schedules HOT 4
- GitLab for Open Source Program HOT 2
- Better build instructions on all platforms HOT 12
- Freeze in Build Manager: multiple cities and impossible build request HOT 1
- SegFaults when processing mouse events in invalid aui_Region HOT 2
- Non-Win Debug Builds HOT 3
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