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.
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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
1. Create a new tech in CIV4TechInfos.xml
2. Disable the tech (1 line in the new tech).
3. Redefine any religions in CIV4ReligionInfos.xml to be founded by the tech you just created.
It's the same as creating hidden techs in CTP2. I think we did it via python in Desert War (not 100% sure Locutus could confirm that).
Dale
Thanks Dale it worked
BTW the one line is
bDisable1/bDisable
with brackets in, you just cant see it Dales post (except in the quote screen) because of the forum formatting i think.
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference One way to compile the CtP2 Source Code.
Is there a way to prevent civs (AI and human) from changing their civics? I tried the ones in beginplayer but that just sets the starting civics as you say, and the ones in CIV4CivilizationInfos.xml seems to have at least the same effect.
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference One way to compile the CtP2 Source Code.
Originally posted by Maquiladora
Got another question, kinda related to the WBS.
When i load up the short scenario i made and play i think 3 or 4 turns they always found a religion.
I even placed the city with WB and gave it a religion, for example id start the scen (no cities placed), place Moscow with the WB then give it Christianity religion, then 3 or 4 turns in itll say ive founded Taoism for example.
All civs have techs upto and including some from the modern era, but they all found different religions a few turns in.
Ive looked at your Desert War scen which i notice removes religion but i ideally want to keep religion in for now, but avoid the above somehow. Even the ones where i set the state religion in the WBS itll still found a new different religion a few turns in.
You already found a way but the easiest way to fix this is to open CvGameUtils.py and to replace:
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference One way to compile the CtP2 Source Code.
Sorry, missed the civics question. Yeah, you found the answer alright That CvGameUtils.py is a real life-saver. It's the SLIC mod_* functions on serious steroids...
*can u make changes on units?attack,move,blitz,etc?
*if yes how can u do this?do i need python or the manual?
*can u change technology that a unit appears?
i m not interseting increating maps,just some cganges in the units and their strength i want to make.
completely unacceptable for a destroyer cant sink 2 galleys at the same time,and some other tragedy things!
please reply my frind cause i m desperate.
A) Yes. Just copy the WBS file of your favoured map and start editing it.
B) Yes. I do all my terrain/item placement through would builder, and all the team/civ definitions through editing the WBS file manually.
C) Deleting techs and changing their cost (slow them down) is done through an XML file. If you open \assets\xml\technologies\Civ4TechInfos.xml in notepad you will see their definitions.
The WBS file is the actual saved file from the world builder. In vanilla it was called a *.WorldBuilderSave (hence WBS file) and in Warlords it was a *.WarlordsBuilderSave. I can't remember what it's called for BTS but it'll be something along those lines.
It'll be where ever you saved it to from the world builder.
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