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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
Using version 1.02 for vanilla Civ, after some time playing the game wouldn't continue after clicking on the "end round" button: the rotating cursor won't disappear, and altthough I can access the menu with load/save, I'm not able to select/move any units.
I found out the error does not appear when removing the barbarian unit shown on this screenshot:
The green (AI) player has two archers and one galley unit on this square. I also attached the savegame after that the freeze occurs.
Edit: I've started a new game, same problem at 740 AD. I'm wondering if I'm the only one with this issue as no one has reported anything like that in 1.02.
Just an update of where the next version is (hopefully the last):
To Do:
Civ4:
- Bug: AI ships trying to be head of stack in land battles
- Bug: Bombard OOS error in multi DONE (CvUnit::bombardRanged() rand changed to getSorenRandNum)
- Bug: Bombard in own territory DONE (CvUnit::canBombardRanged() fix)
- Bug: Missiles don't die if stack attack turned off DONE (CvUnit::updateCombat() && CvSelectionGroup::groupAttack() added missile drop out)
- Request: make CASA game option to turn on/off DONE (CvDefines.h && CvEnums.h)
Warlords:
- Bug: AI ships trying to be head of stack in land battles
- Bug: Bombard OOS error in multi DONE (CvUnit::bombardRanged() rand changed to getSorenRandNum)
- Bug: Bombard in own territory DONE (CvUnit::canBombardRanged() fix)
- Bug: Missiles don't die if stack attack turned off DONE (CvUnit::updateCombat() && CvSelectionGroup::groupAttack() added missile drop out)
- Bug: GG count in battle DONE (CvUnit::updateStackAttack() fix)
- Request: convert #defines to GAMEOPTION_ DONE (CvDefines.h && CvEnums.h)
Just on the gameoptions for both versions, the Civ4 version is an invisible gameoption. You will have to edit Civ4GameOptionInfos.xml to turn stack attacking on or off. However with Warlords because gameoptions are working correctly (they aren't in vanilla Civ4) they show up as proper options in the "Custom Game" game options.
This mod looks fantastic, "mod" is almost too small a word for it, it's a complete rework of one the core modules--combat. I can't wait to give it a try.
One question for you or anyone who's running it: How aware is the AI of the stack combat resolution? Does it "understand" the virtual tactical space and build accordingly? Or does it build stacks more or less the way it would if combat was resolved the vanilla way?
Thanks again for the hard work and the excellent looking mod.
Hi Dale.
I used your mod on Warlords and here's some feedback:
Field bombardment is great.
Stacked combat is what I mostly wanted and it's a great change. Unfortunately we don't see the battle as in CtP2. Since I don't think this is feasible, I wonder whether the text messages in the combat log could provide details about the battle? Not sure how easy that is, I didn't check the code.
I also wonder whether the odds shown when you prepare your move could be adjusted to take into account the stacked combat model rather than the default model, since it's not used?
I also have mixed feelings about some stack attacks where my siege units stay in the origin square while the melee units proceed and move into the city, leaving the siege engines easy prey for a counterstrike. I don't understand why/how the stack got split.
Last, my game hung, apparently when a stack of Greek riflemen/crossbowmen attacked a Persian cannon of mine. Warlords. Last autosave attached. Things gone wrong are around Corinth. I'm not sure the bug can be reproduced, but since I read there were other people experiencing game freezes, I attach it in case it can help.
Clash of Civilization team member
(a civ-like game whose goal is low micromanagement and good AI)
web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)
It seems that there is a problem with archers or some stack attacks. When I use to attack with archers support they appear to dissengage and break the stack, so when AI use them enter on a loop and cannot continue.
I'm not sure, but by now this is what i think. Archers, and maybe other ranged units dont work well with stack attacks
i'm using 1.03 version
Edit: Well, there is a problem with the CASA, and not only with ranged units, sometimes units dont fight to death and the battle could not finish so game keep waiting till infinite.. Hope that could be solved soon, I love this new feature..
Last edited by Astharot; September 15, 2006, 15:21.
Hey Dale! Greaaat mod - like it very much. Unfortunately i'm encountering same probs like some ppl above. The game continues normaly in the background - i can hit the function keys and see my advisor screens. But the turning wheel (mouse) does'nt disappear and the new turn will not begin. There's always the line "waiting for other civ's". The probs started when i first added catapults to my axemen/mounted bowmen - stacks. Hope you can fix that soon.
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