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
Originally posted by Jaybe
In the epic game, I have had many seemingly unintentional wars started by naval units running into my submarines.
This has happened to me three times in my current game, once with an ally with whom I was in good standing ("Gracious"). Kind of ruins naval warfare for me.
"Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
1) There are invisible units available in the game. Unless you have a unit that can spot invisible units, you won't see them. It happened to me when I was attacked by Assassins, but hadn't learned the tech to build Spies that would be able to see the Assassins.
I hadn't thought about the possiblity they were supposed to be invisible, the sound file for them sounded very scratchy so I had assumed it was an uncompleted unit.
I still want the Middle Ages Scenario patched so I can actually finish playing it though.
The PTW naval stacked movement bug is still there: large stacks of naval units, when given the “stacked move” command (at least by mouse clicking), often do not move as a group, and one has to do it several times to get the stack to move piecemeal.
"Guess what? I got a fever! And the only prescription is ... more cow bell!"
Originally posted by TheArsenal
The PTW naval stacked movement bug is still there: large stacks of naval units, when given the “stacked move” command (at least by mouse clicking), often do not move as a group, and one has to do it several times to get the stack to move piecemeal.
hi ,
a little variant on the above , when moving two or more carriers , and sometimes transports when moving them stacked sometimes (!) the units the ship transport become active also , ........
I experienced some strange Army graphical glitches. Sometimes after an attack is finished, the army continues to show the fighting graphic. Kinda strange to see a medieval infantry army standing there groaning and flogging itself with a morningstar.....
When you use the goto command with railroads you can see some strange movements on the screen as well (this was in PTW, as you would see units "cut" through roaded territory that they weren't really moving through. In C3C it's even worse though, as you see units moving backwards, sideways, and in random directions. At the end, the unit ends up in the right place, but it can be quite disconcerting.
I have also seen units from enemy civs (with no boats anywhere around and nowhere near to developing flight) suddenly appear in the middle of my territory (which is on a completely different island.) It's pretty rare, but I bet there's some kind of unit movement bug that is causing this. I've only seen it with AI units.
We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable Rights, that among these are Life, Liberty and the pursuit of Happiness... T. Jefferson "The Declaration of Independence"
Originally posted by TheArsenal
The PTW naval stacked movement bug is still there: large stacks of naval units, when given the “stacked move” command (at least by mouse clicking), often do not move as a group, and one has to do it several times to get the stack to move piecemeal.
1. You do not necessarily WANT the whole stack to move together! First you want to move an escort (destroyer?) along the path to make sure no unpleasant surprises are waiting for you.
2. To keep the units together, select a destination beyond the movement of the fastest unit. Hopefully, when the destination is reached, you will right-click the stack and observe what all movements-remaining are, and act appropriately.
3. If some of the units are not moving when you stack-move them, it means they already had some pending orders. Right-Click>Activate All first, and they will cooperate.
But it seems to me that it is working as designed, whether or not we like the design. The only unit with the flag enabled is a "regular" unit with A/D values that also has 0-range bombard.
My experience is that collateral damage can be assigned to any bombardment unit (I didn't try 0-range units). I designated Artillery, Bombers, and Battleships for CD.
I was able to do collateral damage to a city barracks with a Berserk attacking from the sea. Is that supposed to happen?
While I was browsing the scenarios in the editor I noticed that in Age of Discovery scenario Javelin Thrower has no AI strategy selected at all.
It would lead AI to not build new Throwers and to completly ignore those already built.
On the other hand, Missionray unit has no AI flag selected too, nor has Load flag, nor Capture flag which are usualy selected for all combat units (and are, in fact, required in order to select any AI strategies).
This has happened to me three times in my current game, once with an ally with whom I was in good standing ("Gracious"). Kind of ruins naval warfare for me.
(re subs being run into)
it had been fixed in vanilla, version 1.16.
Until it is fixed again, I'll just have to keep my subs at home, or underneath a surface vessel except in war zones. I will miss the practice of using them as pickets.
I'm not sure if this is a bug or by design: started building SoZ, barb horseman destroyed my only Ivory colony, finished SoZ...no ancient cav were produced until my cultural boundaries expanded so I had Ivory in my trade network again (longer than 5 turns). If a improvement/wonder has both 'requires resource' and 'produces unit every X turns', should the resource be required just for building the improvement or for spawning the units as well?
I can't start Spain on a real world map because Spain is seafaring and their first civ must start on the coast. Madrid of course is not on the coast. So spain would switch out with some other coastal starting location (ie Japan)
I tried modding as someone suggested above but it didn't work.
What did work was putting everyone's first city down on top of the starting location. No big deal. Everyone now starts with one city and whatever units they usually start with.
"It is not given to man to know what is right and what is wrong. Men always did and always will err and in nothing more than in what they consider right and wrong."
civ seems to mess up AIM's sounds... after playing civ you don't get audio alerts for IM's etc.
i dont remember this happening before.
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
Armies made up exclusively of Samurai Archers (Sengoku Conquest) should have the ability to bombard. This is consistent with Marine armies (or Berzerk armies) retaining their ability to perform amphibious assaults.
"Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
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