The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Announcement
Collapse
No announcement yet.
[Mod] NORMAL game pace: SLOWER TECH but more normal unit building! (Other fixes too)
playing a tiny island archaepalegio (?) game it was extremely simple to pick city locations.. I just went with islands that had low jungle content The AI seemed to pick up on that too and didn't populate jungle islands until the rest of the world was close to full.
I think I have the same error as some people had eariler in this thread.
I.e. I can't load a save game made with this mod, but I can load save games made with other mods (e.g. desert war).
The mod loads correctly (whether it loads from the options or the save game page), but the game itself fails to initialise. The specific error message is: 'Failed uncompressing game data'. (note: this message will not normally appear, I only got it whilst loading the save game after having started a new game with the same mod).
I just started a new game (still with the mod), saved it. Quit to desktop, deleted the cache, and loaded it again - and it works! It seems strange that the earlier save could have been corrupted...
The save games are kept in the mydoc/mygames/civ4 folder, whilst the mod itself is in the civ4/mods folder. Is this wrong?
> I believe the cavalry to gunships upgrade was a "flavor" design based more on American military doctrine & traditions than on any technological path. Early horse cavalry was used to scout and screen for army formations. This role has since been given to modern-day "air cav" units.
Why not upgrade Explorers to Gunships? That would make sense according to your explanation and you could at least do something with them once the map is explored.
<- Waiting impatiently for next version, because patch is so late!
Why not upgrade Explorers to Gunships? That would make sense according to your explanation and you could at least do something with them once the map is explored.
That would work as well, maybe for a cool 500 gold.
Speaking of upgrade paths, the roman praetorian upgrades directly to macemen for 115g but have the same stats :P pointless.. They should upgrade directly to grenadiers for 205g like they are now.
I used the mod with the 1.09 patch. One thing I noticed was that horses were viewable on the map before Animal Husbandry was researched. That was one of the changes made in the patch and it seems as though your mod overwrites that change. I'll post if I find any other issues.
I would like to suggest that the Theocracy and Organized Religion civics give a -10% or so penalty to research after Scientific Method is discovered (by any civ in the world). The reasoning being that science is often seen as challenging relgious dogma, and is therefore resisted, in civilizations with those civics.
This simulates things like the persecution of Galileo and Copernicus and the reaction to such persecution that sparked the Enlightenment.
Gameplay-wise, it is interesting to have to make trade-offs. Do you value the bonus enough to put up with the penalties?
second that. Organized relligion offers way to high bonuses IMO with almost no penalties. +25% bulidng and +20% culture is way better than all other relligious civics
Originally posted by Gnasche
I used the mod with the 1.09 patch. One thing I noticed was that horses were viewable on the map before Animal Husbandry was researched. That was one of the changes made in the patch and it seems as though your mod overwrites that change. I'll post if I find any other issues.
Since the techs are defined in a XML file and the mod changes techs (intentionally, as i.e. the jungle changes) it's no surprise that the patch-changes are overwritten, just as the 1.0 version was overwritten (or else it wouldn't be a mod ).
*waiting for a new version since november 9th now *
I understand that the mod would be affected by some of the changes in the patch, but I just thought it would be good to list them so they wouldn't be overlooked with the next version. Also, the patch made tech +125% in the last era, but that one is a little more obvious.
I was wondering....
People create new civs, like say Canada, can we play them in this mod too, or does it have to be the vanilla? If you can, how would you go about this? BTW, cool mod, hands down better than vanilla.
I have noticed that since upgrading Civ4 to v1.9 the F9 info button no longer works with this mod. I have tried starting a new game but the F9 info buttin is still non-operative.
Using the vanilla game however the button works normally
Originally posted by smokey_jon_2000
I was wondering....
People create new civs, like say Canada, can we play them in this mod too, or does it have to be the vanilla? If you can, how would you go about this? BTW, cool mod, hands down better than vanilla.
If you put the necessary XML files in your customassets folder AND the mod doesn't have a modded version of these XML files (the ones where leaders , UUs and civs are defined) then it will work. Otherwise the mod overwrites the XMLs you need for the new civ.
Of course you could merge the changes which shouldn't be hard for just a new civ/leader. Look at the files of one of the new civs to understand what I'm talking about if you don't.
Comment