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
Pardon my ignorance, but is there any way to create a Civ4 mod without using programming language?
If there is, please elaborate.
If there isn't, why not? Is there any way around it?
The Apolytoner formerly known as Alexander01
"God has given no greater spur to victory than contempt of death." - Hannibal Barca, c. 218 B.C.
"We can legislate until doomsday but that will not make men righteous." - George Albert Smith, A.D. 1949 The Kingdom of Jerusalem: Chronicles of the Golden Cross - a Crusader Kings After Action Report
Really, if you want to avoid C++, there's a lot you can do. Through using XML and Python, you can make a crapload of stuff - everything in the Civ4 scenarios and more. But Python is a programming language.
If you want to avoid that, too, you can stick to XML mods. That's certainly not programming, and you can do a fair bit with just XML. Like adding new units and buildings, changing most numbers in the game and such. There is, after all, no limit on how small a mod can be. A mod that changes nothing except the interception chance for SDI is a mod, too...
Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com I can kill you whenever I please... but not today. - The Cigarette Smoking Man
I can't program at all (well, when I was a kid I programmed back when BASIC had line numbers), but I've made quite a few small mods with XML editing - gamespeed changes, new difficulty levels, and I've even changed the behavior of some of the AIs (my triple-flavored Theocracy-leaning Montezuma is almost TOO good). Just open the appropriate .XML files with notepad or some other text editor and read through the different options, most of them are pretty self-explanatory.
I have no coding skills but there are an infinate number of small mods you can make without coding knoledge, just common sence nessissary. However you still need to go into the code. But you can create new leaders (and I think change how agressive they are and such), create new buildings, new game speeds, resources, anything like that, by just copying, pasting, and changing numbers. Though you may need some new graphics, you don't have to be able to code. Just look in the games code, you will see.
Has anybody made some sort of XML FAQ or something?
The Apolytoner formerly known as Alexander01
"God has given no greater spur to victory than contempt of death." - Hannibal Barca, c. 218 B.C.
"We can legislate until doomsday but that will not make men righteous." - George Albert Smith, A.D. 1949 The Kingdom of Jerusalem: Chronicles of the Golden Cross - a Crusader Kings After Action Report
Originally posted by Alexander01
Has anybody made some sort of XML FAQ or something?
The (real) simple stuff:
Edit the XML file in a dedicated XML editor or Notepad.
Save the file in your appropriate CustomAssets folder (do NOT replace the original xml). Occasionally a notepad-edited file won't work because of some syntax error or improperly included character. I will usually work on a desktop-copy of the original file in the first place.
Just change already-existing values, or copy snippets from another location.
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