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
There was no such problem with FW I think, but there is with MGE.
It is that a city, if adjactent to the sea like the city on this picture, can't build a harbour
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"I realise I hold the key to freedom,
I cannot let my life be ruled by threads" The Web Frogs Middle East!
Perhaps it was made on purpose. Those two cities historically shouldn't have access to the sea - but a third one shouldn't have it as well, and has a wider one and can build harbour and navy stuff
"I realise I hold the key to freedom,
I cannot let my life be ruled by threads" The Web Frogs Middle East!
I've seen this bug myself, where the game 'thinks' that there is no seacoast.
But I forget what I did to correct the problem when I last came across.
Scouse Git (2)La Fayette Adam SmithSolomwi and Loinburger will not be forgotten.
"Remember the night we broke the windows in this old house? This is what I wished for..."
2015 APOLYTON FANTASY FOOTBALL CHAMPION!
The cities can be edited using CivCity (ask in the Creation forum for a place to get it, can't remember now where) to allow/disable ship and coastal improvement building. (basically, there's a flag for each city which allows or disables this, but is only checked when the city gets founded, so any subsequent changes (either via hex-editing, or a chamge in the map) will yeld no change.
This can allow coastal cities which cannot build sea-based improvements or ships, and landlocked cities than can.
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