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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
Originally posted by Cyrion
And I have a suggestion about what you can do with the pioneer: why not make it a settler unit (and remove the "wagon" you can build); that would make bribing pioneers the only way to expand until you can build laborers (and then, maybe, giving 1-2 wagons from the start to each civ, so that the rush to grab the new land begins at once). What do you think about that??
Oh sweet! That is a great idea! The strategic implications are awesome! I will make the change tonight. Thanks!
@Smiley: Wait for a ToT version. I think this one deserves to be fully realized
Originally posted by Harry Tuttle
Oh sweet! That is a great idea! The strategic implications are awesome! I will make the change tonight. Thanks!
You're welcome!
I quite like my idea too...
And yes, the strategic value of the whores just improved a lot! But then you have to check that the laborers can't be built too fast (maybe by tweaking the tech tree and adding prerequisites).
And I'll check the units problems I mentioned in a few hours!
I noticed that my mighty bribed US Army wasn't as powerful as I thought, as the US Cav Officer and the US Infantry were unable to attack anything. The same was true with Seth Bullock!
Now, I doubted that it was on purpose (as the US Inf + Officer then are not the nuisance they should be while AI controlled, as only the Cavalry is able to attack), and so I started to look for the explanation!
While checking the rules.txt file, I noticed that 5 units have the sub flag (which prevents them from attacking anything ecept sea units): US Cav Officer, US Infantry, Seth Bullock, Submerged Log and gold nuggets.
While I belive it's on purpose for the last 2 ones, I rather doubt I for the first 3 (if I'm mistaken, please explain ).
So I removed the sub flag for the 3 units, and now they can attack (and I'm sure the US Cav will become a bigger problem! ).
I have another comment: I believe it would be a good idea if you could hint at the role some of the units are supposed to play: while it's obvious for some of them, others are much more cryptic: I wouldn't have guessed the use of the chinaman without looking at the rules.txt, for instance!
Originally posted by Cyrion While checking the rules.txt file, I noticed that 5 units have the sub flag (which prevents them from attacking anything ecept sea units): US Cav Officer, US Infantry, Seth Bullock, Submerged Log and gold nuggets.
Really? I thought I got them all some time ago... Hmmm, ok, I'll make the change.
I have another comment: I believe it would be a good idea if you could hint at the role some of the units are supposed to play: while it's obvious for some of them, others are much more cryptic: I wouldn't have guessed the use of the chinaman without looking at the rules.txt, for instance!
And isn't the stock boy a bit too cheap??
Back to the game now...
Sure, I'll put something in that explains the units a bit more, plus I'll up the stock boy cost. Thanks!
Originally posted by Cyrion
Well, just check: I might well have missed a rules update!
Nope, you're right! Thanks for that, I was wondering about the cavalry.
Ok, updates:
1) Stockboy - Now has a build cost of 8 (not 1 ) which is comparable to the other trade unit (long horns), which have a build cost of 10. Also, since the stock boy comes later in the game, he has the sub flag and can see two tiles away. Extra stealthy, and a good unit to research for later in the game.
2) Cavalry units and Seth Bullock no longer have the sub flag.
Unfortunately, I found a problem with the Pioneers having the settler flag. They pop up as Sioux units meaning the AI will try to build cities with them. I tried making them barbarian, with the city of origin being Sioux Nation, then NONE, and they didn't show up at all. I'm going to make them settlers in this latest rules and event update, which will be only posted in this post, so try them out that way.
3) Pioneers - Now have the settler flag (specific to this post's rules.txt and events.txt only).
4) Wagon Train is disabled for the time being. Don't want to get to into the settler idea just yet, let me know how it works with no settler units to start out. (specific to this post's rules.txt and events.txt only).
The other bug fixes, without the Pioneer settler flag will be changed in the prime zip file and the other rules.txt posted earlier.
EDIT: zip deleted, proceed down the thread
Last edited by Harry Tuttle; October 19, 2004, 22:29.
Perhaps you could have someone hex-edit the map to make the city desirability of all non-city tiles 0, so that the AI will not want to settle outside the town?
Originally posted by N35t0r
Perhaps you could have someone hex-edit the map to make the city desirability of all non-city tiles 0, so that the AI will not want to settle outside the town?
Well I could, but as I understand it, you can only hex edit a tile one at a time. I don't know anyone who's up to that, even if it's just for that Eastern corridor.
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