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
Ok, I haven't tried it, but as I am curious I had a quick look at your event file (no surprise that it is what interests me the most ) and have two questions/comments:
1. in the Pacific war, I saw that you have events creating transport + marines: I don't know if they are intended to create units at sea, but in that case (unless ToT behaves differently from MPGE), the Marines shouldn't appear (I think events can't create land units at sea)
2. in Europe, Operation Overlord, you seem to use tech 95 as the trigger for the 1st 3 events, and then tech 99 (which is listed as unused in your rules file: is that a mistake and tech 95 should be used all the way?
Again, I didn't try it, so it's quite possible it works perfectly well and I am a bit stupid...
Originally posted by MacGalleo
Curt :
About the wonders :
ministry of propaganda is in BERLIN, but in the civilopedia, the description is :
" all citizens in LONDON are content "
Your graphics are superb, have you already thought of adding the files imp.bmp to it ?
That is a leave-over from the old version, I switched some of the wonders around.
Originally posted by Cyrion
Ok, I haven't tried it, but as I am curious I had a quick look at your event file (no surprise that it is what interests me the most ) and have two questions/comments:
1. in the Pacific war, I saw that you have events creating transport + marines: I don't know if they are intended to create units at sea, but in that case (unless ToT behaves differently from MPGE), the Marines shouldn't appear (I think events can't create land units at sea)
2. in Europe, Operation Overlord, you seem to use tech 95 as the trigger for the 1st 3 events, and then tech 99 (which is listed as unused in your rules file: is that a mistake and tech 95 should be used all the way?
Again, I didn't try it, so it's quite possible it works perfectly well and I am a bit stupid...
Your points are always valid, buddy!
1 - The Japanese attacks all seem to work OK, but I will be trying a new American playtest soon, to determine if all the events work OK...
2- That major mistake was noticed recently, and I uploaded a zipped update that fixed the blunder!
Originally posted by curtsibling
1 - The Japanese attacks all seem to work OK, but I will be trying a new American playtest soon, to determine if all the events work OK...
Do you mean that in ToT event creation of land units at sea works?
If yes, then this is indeed a major improvement over MPGE! (and maybe one that might even convince Exile to take the step, as he experienced some problem with that in his Mexican scenario... )
Wait just a cottonpickin' second! Curt, you say that ground units spawn ok onto a transport yet Patine and I know that they do not spawn onto a landing craft.
Assuming that none of us has been smoking a controlled substance, is this possibly a question of the unit slot that the ship or landing craft is in? That ground units will spawn only on naval units in one or more specific slots?? That would explain the completely opposite results.
If so, it would be my guess that the transport ship has to be unit ID #43, i.e. 44th in the units list.
In Vanilla Civ2, the transport is unit ID #43.
In Extended Original TOT, the transport is again unit ID #43.
Curt's Troopship is unit ID #43 and it works.
Patines Landing craft is unit ID #75 and does not work.
Curt, if you are going to test if the U.S. events are working properly, could you also test if ground units will spawn onto one of your Freighters [unit ID #36]? If they spawn onto #43 but not #36, the mystery will be cleared up.
Possibly, desigers anticipated such spawning and made sure that units could only be spawned onto a certain ship.
Excerpts from the Manual of the Civilization Fanatic :
Money can buy happiness, just raise the luxury rate to 50%.
Money is not the root of all evil, it is the root of great empires.
Originally posted by AGRICOLA
Wait just a cottonpickin' second! Curt, you say that ground units spawn ok onto a transport yet Patine and I know that they do not spawn onto a landing craft.
And I tried to spawn unit on a sea transport (probably not on the "vanilla" transport slot) in Discworld (MPGE), and it didn't work either!
Possibly, desigers anticipated such spawning and made sure that units could only be spawned onto a certain ship.
I sure hope it works so: that could be REALLY helpful!
Assuming that none of us has been smoking a controlled substance
I swear I haven't, that is, unless you consider consuming some peated products from the same area as Curt, but even then I sure didn't smoke them...
You chaps might be right, the units might not spawn.
I can easily change the unit in events to the troopship,
which resides in the traditional transport slot. It would
be more fitting for invasions to use that unit...
Absolutely not. It simply does not work: ground units do not spawn on ocean squares.
This is correct. You can create land units which will be transported on naval units only if both are created in a port. They will move together if a MOVEUNIT event is also included.
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