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
Brian, thanks for conveying that. I'll try your suggestion for change terrain first, to see if that works, then create the unit.
Gareth, you know you're dealing with another tank geek, right? When I saw the graphic, I just assumed that the long barrel of the 85/100 had been "left off" the graphic due to excessive length. And there was some confusion over the ISU-122 and the SU-122 in the previous statement. I'm only used to ISU-122s. Have you got an SU-76 graphic around somewhere? It'd be more appropriate if so. *HINT* And NO, I sure will not be required to use one of those damn batch files--the thing will begin with the Soviet winter offensive, so the snow will already be on the ground.
Arth, only Gareth and Eivind have copies right now, but just as soon as I get the above event problem solved, I'll release it quick.
Ok, anther thing; I looked carefully at Nemo's RED FRONT events file and saw several events that compelled units move with the "go to" command. Can anyone tell me what that's all about and what it does?
Lost in America.
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu
"Jesus" avatars created by Mercator and Laszlo.
The GO TO command instructs all AI controlled units within a rectangle of set coordinates to move towards a specific coordinate. That's how the Germans keep furiously attacking the USSR instead of digging in their cities in Germany and attacking with caution.
Some Soviet halftracks:
Lend -lease M3's (common)
pre war Zis 33 (rare)
Gaz (engine- superstructure) / captured Sdkfz hybrid (tracks, wheels, drive) (?)
Attached Files
"Whoever thinks freely, thinks well"
-Rigas Velestinlis (Ferraios)
"...êáé ô' üíïìá ôçò, ôï ãëõêý, ôï ëÝãáíå Áñåôïýóá..."
"I have a cunning plan..." (Baldric)
Usually the Move unit event, mixed with the 'Attack' role of units works well with the AI, and make it very agressive.
Move Unit
Tells a (1) given type of unit of (2) a particular tribe in (3) the given map rectangle region to move to (4) a specific location within (5) the number indicated. ANYUNIT may be used if type doesn't matter.
Only units that aren't fortified, aren't sleeping (sentry duty), don't already have a destination, aren't building fortifications, and aren't Nuclear will move specified (6) number of units of.
You cannot move units of a human-controlled tribe.
-IMPORTANT-
The 'maprect' coordinates must be in a specific order.
The first coordinate must be the left corner, next is upper right, followed by lower right, then lower left. Like this:
1---2
| |
4---3
Triggerattacker tells the macro to use the the attacker that triggered this event 8the tribe that killed the unit in a UNITKILLED trigger or the tribe that took the city in a CITYTAKEN trigger).
Triggerdefender is the same as above, but means the owner of the unit of the city that was attacked.
Triggerreceiver is the tribe that got the technology in a RECEIVERTECHNOLOGY trigger.
Triggerreceiver appears only when the trigger is RECEIVEDTECHNOLOGY.
(This event will move all the Japanese units of any type between the coordinates (144,50), (148,50), (148,56) and (144,56) to the coordinate (149,57) ).
Belay that, Exile. Create unit precedes change terrain in the order of execution of events (#4 vs #7), so any new unit will be automatically wiped out, unless you separate the 2 events by a turn.
I did manage to make this work in Red October, for the Kronstadt Uprising. Here's the event:
Kronstadt (immobile fortress unit) is located on an ocean square, and I suspect this may have something to do with why it works in this instance. Good luck.
Tecumseh's Village, Home of Fine Civilization Scenarios
Originally posted by techumseh
Exile, I've never been able to make an MGE/FW event work in which a unit of one civ is created in the same spot where the trigger unit of another civ was just eliminated. And I have tried, believe it or not. Try a terrain change event first.
I experienced the same problem in Discworld! I think I ultimately had to change terrain AND create a new unit on the same spot, but I'm not really sure if I needed to do that on the following turn (I think so)!
Originally posted by techumseh
Belay that, Exile. Create unit precedes change terrain in the order of execution of events (#4 vs #7), so any new unit will be automatically wiped out, unless you separate the 2 events by a turn.
I don't think it works quite that way. I think that only applies if they're in the same event structure. That is, the following event would indeed have the unit wiped out again:
OK, I checked what I had done for that same problem, and I guess I might have done to much!
I used 3 separate events (talk about event space waste...):
- event 1: upon destruction, I gave a tech to the civ;
- event 2: upon receiving the tech (which is taken into account on the following turn), I changed the terrain
- event 3: at the same time (i.e. upon receiving the tech), I created the new unit on the newly changed square
Now that I read Mercator's post, I guess he is right and what you need to do is only separate the terrain change and the unit creation in 2 different events (which means I could have used my "1st event" to make some more contextual description and improve the scen's flavour... )
I guess I'll use that knowledge soon, Mercator, thank you!
The coordinates have to resemble a square around the tile you are changing. The way you have it now the square has no area. Make it like it says under the move unit instructions Pablo posted with the MAPRECT being the tile coordinates from the four tiles surrounding the sides of the tile you want to change. Once the engine sees the four bordering tile coordinates then it will change the tile inside the four tiles.
Originally posted by Harry Tuttle
The coordinates have to resemble a square around the tile you are changing. The way you have it now the square has no area. (...)
I'm pretty sure that's not true. Using the same coordinates 4 times should change the terrain on that one tile. In fact, Pablostuka does exactly that in the instructions he just linked to...
Ah wait, I see what's wrong with it, you should put the coordinates on a separate line, like this:
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