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
You'll have to do the math. I can't remember where you can still download Leon Marrick and Harlan Thompson's seminal paper "Advanced Scenario Design", but if you give me your email address, I'll send it to you.
In the meantime, here's the relevant section:
You can create your own calendar, within certain limitations
The key to calendar reform is altering the "Labels.txt" file. Near the very top of the list of words and phrases are entries for "A.D." and "B.C.". When displayed in a game, dates can read "10 B.C." or "A.D. 10".
Islamic dates are trivial: Simply change "A.D." to "A.H.", for anno hegirae.
You can create an evolutionary timescale by changing "B.C." to "million years BP". You can go back to the very beginning of life, should you desire.
Days of the month can be arranged, as long as the scenario ends before the month does ("January 45" looks odd): Change "A.D." to the month you desire.
With a little imagination, hours of the day also work. A scenario depicting Arnhem on the first day of Operation Market Garden would begin at "10 o'clock" and end at "24 o'clock" (military time).
I want to see a scenario about Revolutionary France with Years of the Republic and new-style months. That would be very cool.
Limitation of all dates
Because the largest number one can have as a starting year is 32767, the furthest one can go in the future is 32767 AD (using yearly intervals) and Dec, 2730 AD (using monthly intervals). After this point, if you use years, the calender switches to BC. and, if you use months, the calendar (months not affected) goes into reverse. See next section for a way to exploit this.
How to get months in the BC calendar
Julius Caesar died in 44 BC. You want your scenario to cover the ensuing chaos from March, 44 BC to March 43 BC, using one-month intervals. You cannot do this with normal methods, but a little number manipulation will get you what you want:
1) Determine how many years BC (example: 44 years) your scenario began, and multiply that number by twelve (12 times 44 is 528).
2) Bring up the cheat menu and change the starting year (in scenario parameters) to 65534 minus the number you calculated in step 1 (in our example, we would calculate that 65534 minus 528 equals 65006, and type in that number). Ignore any changes civ2 makes to the number you just entered.
3) Set the monthly interval to -1 for one month per turn, -2 for two months per turn, etc., just as you would normally.
4) Set the game turn (in the main Cheat menu) to 0.
5) If you have it right, your calendar should be close to, but probably not display exactly the date you want. In our example, we now have a calendar that reads "Sept 44", but Julius Caeser got knifed in March. We have to subtract 6 months to go back to March, and therefore enter 65000 into the starting year.
As time passes, your calendar will add months normally up to Dec 44, then go to Jan 43. Welcome to the world of BC months!
Tecumseh's Village, Home of Fine Civilization Scenarios
I've tried these formulae. They don't work. I usually have to simply get somewhere near it and trial-and-error it until I hit the mark.
Now, there is another problem. I've input a number into the starting year slot . . . AND IT WON'T ALLOW ME TO PUT ANOTHER NUMBER THRERE NOW.
I input another number. Save as scenario. When I load the scen back up, the number hasn't changed. Funny though, it did change the first and second time I changed it. Now, it won't change. I have no idea why.
Any suggestions?
Lost in America.
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu
"Jesus" avatars created by Mercator and Laszlo.
step 1) take the scen and make a copy of it. Experiment within the copy.
step 2) cheat
step 3) input a number from another scen
step 4) that number remained after save-as-scenario
step 5) trial-and-error it until I hit the mark. Took about 5 tries to hit the mark.
No idea why it refused to accept the earlier number. It was obviously wrong, but the program should have accepted it. Maybe it was outside the parameter boundary?
Lost in America.
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu
"Jesus" avatars created by Mercator and Laszlo.
In colony3 scen. there is a building "No-combatants" .. that make towns NEVER be detroyed cause of population decrease by battles...
somebody knows of this can be done ? tx
In colony3 scen. there is a building "No-combatants" .. that make towns NEVER be detroyed cause of population decrease by battles...
somebody knows of this can be done ? tx
City Walls certainly do prevent unit losses from reducing population, but IIRC there is a reduction of 1 population unit when the city changes hands, unless the captor is the civ that originally founded the city.
This may be ignored by the AI. In some tests, I've seen one city (size=1) go through several cycles of capture/recapture between two AI civs without destruction.
city walls?
yep... so much time is passed .. i must learn ALL again
thank you..
Im sure ll need more of your hints dear collegues..
Btw.. what u think of this ?
Beeing more near my '40 then '30.. maybe i need some graphic-ergonomic-support (more then glasses ) to see units on map..
This Is my effort of last night.. and..got the idea to use "counters"..as in real boardgame..
Here there is also another variant.. a foot-knight only with a coloured "base"..
I think this system can give.. more "colour" to a game..
and ..no need to check for units valu on the pedia ..
(im gettin lazy too guys ! )
there is the need to solve problem with "ownership" of units.."unique" units..
Maybe common units can have a neutral gray/brown as color..
i dunno.. but i began convert some old scenarios..
nice weekend everybody !
Very nice VB. It certainly adds colour! I like it a lot
Quick question for everyone
I am new to ToT and cannot find where in the rules you set terrein to be impassable. I want to run a test on a new idea but cannot find the right section, or is it done another way?
In @UNITS_ADVANCED there are 7 blocks of data. Extra switches defining unit capabilities are found in the 7th (rightmost) block. "1" means on, "0" means off.
AFAIK, unless a unit can enter impassable terrain, it cannot attack a city in impassable terrain. Air and sea units can enter impassable terrain (only ocean in the case of the latter), but can't attack units in impassable terrain.
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