- Call To Power 2 Apolyton Download Full
- Call To Power 2 Apolyton Downloads
- Call To Power 2 Apolyton Edition Download
After Activision ceased to support Call to Power II, the Apolyton Civilization Site became the defacto support center for Call to Power II, being the only active online community of this game and offering help with technical problems. That site is also largely where the modding efforts for Call to Power II occurred.
Cs 1.6 download. • Few program stability enhancements. • The latest version of Wondershare TunesGo is completely compatible with iOS 11 and iTunes 12.7.
Multiplayer problem with MM2 (and normal ctp2) Ok thanks to Maquiladora i can now actually play MM2 again (thanks to the XP patch) I have been testing mplay now with Maq, default ctp2 works fine except i get the wrong city styles (i was america yet my city style was the japaness/chineese one) which is a shame really specially how buggered up it. Download Setup File Call to Power 2 Prepare to accept history’s greatest challenge – build the world’s most powerful empire over a span of 6,300 years, reaching from primitive history to the future realms of science-fiction. Here is the video game “Civilization: Call to Power”! Released in 1999 on Windows, it's still available and playable with some tinkering. It's a strategy game, set in a managerial, turn-based and 4x themes and it was released on Mac as well.
From Wikipedia, the free encyclopedia
Call to Power II | |
---|---|
Developer(s) | Activision |
Publisher(s) | Activision |
Designer(s) | David White, Tony Evans, Dan Haggerty, Winnie Lee |
Platform(s) | PC |
Releasedate(s) | November 2000 |
Genre(s) | Turn-basedstrategy game |
Mode(s) | Single player, multiplayer over TCP/IP, IPX |
Rating(s) | ESRB: E(Everyone) |
Media | CD-ROM |
System requirements | 166 MHz CPU, 64 MB RAM,320 MB space, DirectX7compliant video card (for the Windows version) |
Input methods | mouse, keyboard |
Call to Power II(CTP2) is a PCturn-based strategy game released by Activision as a sequel toCivilization: Call to Power, which was, in turn, a gamesimilar to the Civilization computer game by Sid Meier. The game couldnot have 'Civilization' in its title because the word is trademarked by the makersof the original Civilization series.[1] InOctober 2003, Activision released the source code, enabling the Apolyton gaming community todebug, improve, and add new features.
|
Differences fromCivilization: Call to Power
Call to Power II (CTP2) had a number of differencesfrom the previous Civilization: Call to Power (CTP). Manyreviewers and players criticised CTP for its interface, whichprompted a complete redesign of the user interface in CTP2. Overall, theCTP2 interface is largely considered cleaner and easier to use,although not without its shortcomings, many of which were caused byprogramming bugs.
CTP2 also included several gameplay differences. Maximum armysize was increased, some balance adjustments were made to avoid thebalance problems from the original CTP (for example, Ships of theLine were so powerful in CTP that getting them first could meanwinning the game), and the economic system in CTP2 was reworked sothat controlling good terrain became more profitable. Anotherdifference in CTP2 is that the player can receive bonuses forcertain achievements, if s/he is the first to do the action(recapturing a city, sailing around the world, etc).
The diplomacy modelin CTP2 is a major improvement over CTP diplomacy, with moreagreements available for negotiation. Players could, for example,ask the AI controlled civilizations to stop researching sometechnology, or to reduce their nuclear weaponsarsenal.
Space colonization and the space layer were removed from CTP2,along with the 'Alien Life Project' victory condition. Anothervictory condition was introduced, which required the player tocover most of the planet's territory with Gaia sensorsand build the Gaia controller wonder, winning the game.
Problems
After CTP2 was released, it became evident that the game had anumber of very serious bugs and shortcomings. For example, therewas no option of PBEM play, which had become popularamong CTP players, and was also expected to be in CTP2. Later, oneof the developers posted modifications to one of the game filesthat would allow access to PBEM mode, but it worked poorly,basically to the point of being unplayable. The conventionalmultiplayer mode was also buggy and almost unplayable.
The computer player A.I. in CTP2 was commonlyconsidered weaker than in its predecessor, having trouble movingits units around its own bigger unit stacks, being unable to defendcaptured land (leaving cities it captures undefended on the nextturn), and often ignoring defense of its own lands almostcompletely (it was quite possible for the human players to conquera large portion of an AI empire with just one or two units).
CtP2 also had some other bugs, related to scenario editing,in-game diplomacy and other elements of the game.
To address these issues, Activision released a patch for CTP2. Thepatch did add some new functionality to SLIC (see below) and fixedsome of the worst bugs in CTP2, but unfortunately, it still did notfix the AI problems and did not add PBEM support either.Conventional multiplayer became playable, although some bugs thatcould be used as cheats remained.
Not long after the patch was released, Activision officiallyannounced that they were ending all support for the Call to Powerseries, and there would be no further sequels, expansion packs orpatches. The developer team that worked on CTP2 leftActivision.
Mods
One significant feature of CTP2 is its support for mods. A large number of gamerules are stored in text files, along with many AI scripts. Evenmore importantly, CTP2 had a fully documented scripting languagecalled SLIC, with a C-like syntax, through whichmany things about the game could be tweaked. The sole releasedpatch for CTP2 enhanced the functionality of SLIC, allowingcreation of mods that change the gameplay significantly. The CTP2community created many mods, with the primary goals of fixing theAI and balance issues that were in the original game. Later, newgameplay features were incorporated through mods as well. Thesemods allowed the CTP2 community to enjoy the game much more, asthey fixed at least some of the worst problems in CTP2.
Source coderelease
After Activision ceased to support CTP2, the Apolyton Civilization Sitebecame the de-facto support center for CTP2, being the only activeonline community of this game and offering help with technicalproblems. That site is also largely where the modding efforts forCTP2 occurred.
Call To Power 2 Apolyton Download Full
At one point, the members of the Apolyton site contactedActivision and asked them to release the source code to CTP2. After several monthsof negotiation, Activision agreed and the source code was releasedin October 2003 exclusively to the Apolyton Civilization Site[2]. Therewere limitations to how the source code might be used; for example,no commercial use of anything created with the source base wasallowed.
Source codeaccess
Currently, the source code project is accessible through a Subversion server. Initially, setup by user 'kaan' another apolyton member 'DarkDust' has provided ahome for the code. Through Apolyton, those wishing to view thesource code or wish to modify the code can find the SVN serverforum at the Apolyton link below for more information.
TheApolyton Edition
Since then, continued work to improve CTP2 has made manyimprovements to general gameplay and the AI, fixed most known bugs,and added new features. The multiplayer modes are still only in asemi-working state, but the single player part of the game worksmuch better with code modifications than it did in the originalgame. Work on the source code continues with a team of volunteerswith several playtest versions available at the Apolyton website'splaytest thread.
The latest Call to Power II -Apolyton Edition (May 17, 2009) is available at Apolyton. Theplaytest is a fan created 'patch' with more stability andadditional features. A website dedicated to these features and howto implement them can be found at Bureaubert's CtP2page.
In October 2007, in celebration to the 4th anniversary of thesource code's release, the Playtest Revision 812 waspublished. Since October 2003 over 800 changes have been made tothe game.[3]
How to delete trial software registry locations. Mar 31, 2015 Start CCleaner, and click on the 'Registry' button in the left pane of the window. Check 'Registry Integrity,' and then click on 'Scan for Issues.' Click on the 'Fix Selected Issues' button once the scan is complete, and then follow the prompts to back up the registry entries targeted for removal and delete the trial software keys and values. May 24, 2017 After trial period is expired, uninstall the software and follow the steps. After uninstalling software, Open RUN (Windows key + R) and type regedit and hit Enter. Now Registry Editor Window will appear and here navigate to HKEY_LOCAL_MACHINE SOFTWARE Your Software name from left pane of this window.
References
- ^Geryk, Bruce (2000-11-20). 'Call to Power II for PCReview'. GameSpotPC Games p. 1. CNET Networks. http://www.gamespot.com/pc/strategy/calltopower2/review.html?sid=2656251. Retrieved2007-03-01.
- ^Apolyton CTP2 NewsArchieve
- ^Apolyton Civilization Site:CTP2 Source Code Project News, Page 1
Externallinks
- Latest Call to Power II -Apolyton Edition Playtest (17-May-2009)
- Call to Power IIat MobyGames
Civilization (CivNet) Sid Meier's Colonization Civilization: Call to Power
|
Civilization: Call to Power is a follow-on title to its highly successful predecessors, Civilization and Civilization II. The game approaches history on a very large scale, covering 7,000 years from approximately 4,000 BC to 3,000 AD. In this turn-based strategy world-builder, the player leads his or her civilization to power using nearly all aspects of global history from mankind's earliest technology to futuristic advances.
Call To Power 2 Apolyton Downloads
New features in Civilization: Call to Power include the capability to build both undersea and orbital space-based contingents and expand military might to wage unconventional warfare by using economics, propaganda, biological and religious aspects of war. The player can also choose from a vast array of historically based tactics and strategies from the beginning of the human experience.
The game contains more than 65 detailed units, an arsenal of weaponry ranging from civilization's earliest crude tools of war to those honed with space-age capabilities and a vast technology tree with more than 90 advances. New units, buildings, technologies, Wonders of the World, diplomacy, trade options and more complement the basic resource management techniques needed to forge strong civilizations from primitive roots.
Civilization: Call to Power supports multi-player interaction on both the Internet and local area networks. Winning can be accomplished in three separate ways based on player customization: bloodlust (capturing every foreign city on the map), alien life project (synthesizing an alien being through advances in technology) or high score (surviving until the year 3,000 AD). Other player customizable options include random or historical maps, forty-one historical civilizations from which to choose, world size (small, regular, huge or gigantic), world shape, special rules (pollution, barbarian threat, etc.), world terrain features (proportionate levels of oceans, lands, mountains, humidity, temperatures, resource seeding) and up to eight opponents.
Gameplay relies on a simple point-and-click interface with on-screen help and a comprehensive in-game tutorial is available (recommended). Multiple resolutions are supported as well as custom choices to optimize game speed.
With the exception of Sid Meier's Alpha Centauri, Activision's Call to Power has been number one on strategy fans' wish lists this year. We've all been on the edge of our seat waiting and watching the early glimpses of the new game excited by the prospect of new technologies and units, frightened by the idea of change. Unfortunately it turns out that our fears were fully warranted. While Call to Power does an excellent job of updating the game devices that Sid Meier created years ago, every time it seeks to set out with an idea of its own it fails miserably. The end result is a title that is a frustrating melange of great concepts, impressive visuals and gameplay that makes you want to throw your computer out of the window. Let's take a walk through the game and try to figure out where everything went wrong.
There's no doubt that everything starts out okay. Since Call to Power directly copies the Civilization formula, there's very little to screw up. You start out the game with a settler or two, some basic technologies and a huge map of the unknown. After you've found a suitable location from which to build your empire, you order your settler to construct a city and the game really gets underway. The basic idea from here on out is to either construct a large army and wipe out your foes, or keep them at arms length long enough for you to discover the ultimate technology (in this case, the breeding of alien life-forms). At this most basic level, the game is exactly like Civilization 2, and at this most basic level, there's not really much wrong with the game. Unfortunately, Activision decided to work in some changes.
The first thing you'll notice is the change in the game's interface. City views have been eliminated altogether in favor of a quick and dirty look at what your peasants are doing. A file folder system at the bottom of the screen lets you access any city information, from production to units currently active quickly and efficiently. A lot of the guys in the office found the new views hard to navigate, but I have to say I actually found them pretty useful. On the screen itself, a right click is used both to deselect a unit as well as to bring up information on that unit. This can lead to some pretty irritated clicking as you try to get the appropriate response from the game. When a unit is active, you can move it by selecting a destination and left clicking. A line follows your cursor to show you the path your unit will take and how many turns it'll take them to get there. Although this is a really good idea, in actual use, the path has a real tendency to get in your way. Worse still, if you're trying to select another unit and miss, you'll end up issuing orders to your current unit to move even if you didn't want them to. Overall though, the system is very close to that used in Sid Meier's Alpha Centauri and does what it's supposed to do fairly well.
There are some other big changes to the way game plays that are immediately noticeable from the main screen. Settlers are now used for nothing but city building. Tile improvements are bought with 'public works' points that you accumulate by setting aside a certain percentage of your culture's production each turn. Once you've got some points built up, you simply click on a small hammer icon that gives you a list of all the available upgrades that you have available to you, pick a square to build them in, and wait for them to finish up. Although there's no doubt that this is a hell of a lot easier than the old way of having a settler unit crawl around changing each square, I didn't really like it that much. One of the great joys of Civilization was taking the time to build up your neighborhood. This quick and easy answer takes a little of that joy away while at the same time taking away a little of the horror you used to feel when an enemy would destroy them. This is a bit of a theme in Call to Power. By making different features of the game 'easier' Activision accidentally boiled away many of the things that we enjoy doing so much. Still, as problems go this isn't a big one. Let's keep looking..
The trouble definitely isn't with the technology tree. This is one area in which I think Call to Power did an excellent job. The tree is huge with loads of new advances that weren't in the original games and very intelligent unit rewards for achieving each new goal. Better still, the advances that Call to Power offers up as the future are both exciting and plausible. Where Civilization simply offered up 'Future Tech' and left players with no hope of new buildings or units, Call to Power delivers the thrill of discovery right up until the end of the game. There's nothing cooler in the game than getting access to some huge new tech like Asteroid Mining and then discovering all the cool new units that you can build because of your hard work (in this case Star Cruisers, Swarms and Food Modules).
Call To Power 2 Apolyton Edition Download
So what about those new units? There are over 60 of em' that'll be available to you at some point during the course of the game. They range from the innocuous (Settler, Space Engineer) through the dangerous (Fusion Tank, Leviathan) to the truly bizarre (Lawyer, Eco-terrorist). As with Civilization 2, units in Call to Power have different values in attack, defense, health and movement. And like the diplomat in the earlier titles, many of these units have special abilities that they can use to collect information or harry opponents with. As with the technology tree, these units are both creative and interesting - until you actually have to use them in a fight.
There are actually two problems with the units, so we'll tackle the more obvious first. Everyone has stories from the original Civ about attacking a Phalanx with a Battleship and loosing. The problem was tackled head on in Civ 2 by the addition of a multi-turn combat with each unit boasting different health levels based on their durability. Screwy combats still happened, but with much less regularity than before. Activision kept this basic idea but added a little twist. In multi-unit combat you go to a combat sub-screen and watch as the two armies duke it out with each other. The developers set up the battlefield so that hand to hand fighting units are standing up front and units with projectile weapons are in the back. In this way they have given armies that have a mixed assault force a big advantage. This is a good thing. It makes sense that a warrior with and archer behind him will have an advantage of two warriors. Unfortunately while creating this system they ignored the real reason that Civ 2 incorporated an expanded combat system to start with - to avoid unreasonable combat results. Over and over again I watched as my advanced combat units, a team of three Fusion Tanks for example, lost battles to a well-mixed group of Calvary and Cannons. The situation is much worse than that of the original Civilization when such losses were a random fluke. In Call to Power these ridiculous results happen again and again. It doesn't take long before you realize that your march towards technology really doesn't matter a hill of beans in the long run. Those cool new units you've been trying to grab hold of really aren't all that much better than the crummy old units you had before.
So what's the other problem? Some of the new units are really, really, really irritating and ruin the entire feel of the game. The two worst offenders here are the Lawyer and the Corporate Branch. The lawyer, who is available fairly early in the game, can file an injunction against a city it's standing next to. This power causes your city's production to come to a grinding halt. Worse still, this isn't a one-time power - the lawyer can keep filing injunctions every turn until he's discovered. The Corporate Branch is even worse. By using his franchise ability, a Corporate Branch forces your city to send a percentage of its production to an enemy. The only way to undo the franchise is to send out one of your own lawyers to sue the city under its control. Once the computer-controlled players get control over these two units, you can hang up any semblance of a good strategic wargame. Your cities will be stripped of their ability to produce and you'll be caught in an eternal war of paperwork. 'So why don't you just kill them,' I hear you ask. In order to make these units even more annoying, they're only seen by certain other units. What this means in gameplay turns is that you must constantly have a spy, a lawyer and several other units wander around looking for these invisible invading forces that can stop you dead in your tracks. If you're like me, it won't take you but two or three weeks of blind wandering before you decide that it's simply not worth the effort. And keep in mind, these are only two of many such units that I've singled out. Other offenders include Slavers who steal away your citizens, Spies who steal your technology, Cyber Ninjas that can blow up your nuclear plants and Televangelists who can actually covert your entire city!
So why not create a bunch of different specialty units yourself and leave them parked in your city in order to spot such incursions before they happen? Because each city, for some inexplicable reason, can only hold nine units at a time. You know, just like in real life - a city full of lawyers and businessmen can't possibly hold a spy or any tanks..
There's actually a lot more that wrong with Call to Power (like the fact that regular ships can tear up the undersea mines it took you an entire game to learn how to build), but it can all be summed up in one term - poor game mechanics. It's almost as if this game wasn't play tested at all. Can it really be that the guys down in Q&A didn't mention to anyone that their War Walkers (giant BattleTech-style robots) were routinely getting slaughtered by musketeers? Did they actually enjoy the fact that a third world nation could grind a techno-power to a halt by setting up a bunch of franchises? Somehow I just don't think so. Bottom line? If you're a fan of the Civilization series you should stay as far away from this title as possible because it will almost certainly enrage you after a few hours of play. If you haven't played the original titles, go pick 'em up.
People who downloaded Civilization: Call to Power have also downloaded:
Civilization 2, Civilization II: Test of Time, Call to Power 2, Sid Meier's Civilization 3, Civilization, Sid Meier's Civilization IV, Age of Empires 2: The Age of Kings, Age of Empires III