Maxvorstadt: Sorry for necroing a dead thread, but what is Apolyton? I guess it`s a mod? What does it change?
Petrell: Answer should've been obvious if you had just followed the first link in the topic (;-p XD) but I'll answer anyway. Apolyton is Civ fan and modding community similar to
Civilization Fanatics Center. As title of this topic implies, Apolyton Community Source project project is/was directed, maintained and coded by members of Apolyton Community based on source code released by Activision back in 2003. What does it change? Well, you can read the change log your self
here.
Here is the original vision for the project:
The CtP2 Source Code Project revolves around the CtP2 source code which Activision released on 28 October 2003. The purpose of this project is for the CtP2 community on Apolyton to try and get the source code running (on different platforms), to understand and document it and to use it to make improvements to the game. Initially the focus will be on bug fixes, but as time progresses it will hopefully be possible to make more ambitious changes. Where it will end is impossible to say at this point, but one (rather ambitious) view that some people have is that a full-fledged fan-made sequel to CtP2 will come out of this.
Petrell: Unfortunately for GOG version owners, GOG version compatibility was only added in one of the last revisions when the project was already dying down and iirc is not complete. Iirc, in order to have music, you need to play them separately in the background using your media player.
OMG! people you have to read that change log seriously..... They list a whole heap of fixes to AI behavior.... but in doing so they describe the original problem... this is what had me in stitches laughing,,, and tears in my eyes,,,, its seriously hilarious!!! MUST READ
Ever wondered why you hear all those dumb sounds during the AI turn? "Negative, maintaining status until next turn" "boop, boop.... (little ex)" ,, the list goes on
Some of the more funny ones;
Fixed: The AI does not hunt enemy units far away from home, just because one
has been seen by a spy.
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 its cargo from helicopters in front of the target city
instead of flyring there with the helicopter.
Changed: The AI does not try to use its transporters as attackers, so that
their goal does not fail.
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: If a slave raid fails, because the slaver has not enough movement
the victim does not hear that.
Added: The AI avoids danger on the way of its units.
Fixed: The AI does not try to group land units into sea transporters anymore.
Fixed: The AI stops building settlers if there is no space left.
Fixed: The AI does not build ships in that do not have acceass to an ocean
but only access to a puddle.
Fixed: The AI does not try to refuel units in cities that are full.
Fixed: The AI does not try to use boats that cannot reach the target continent.
Fixed: The AI does not use transporters carrying units that cannot be used
for the goal that needs transport.
Changed: Lowered the AI priority for investigate city goals. There ar more
worthy goals out there.
which is funniest?
My top choice goes to this one;
Fixed: The AI does not try to refuel units in cities that are full.
Hahahaha