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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 Saint Marcus
Mesopotamia: Industrial workers appear in the 3rd age.
I discovered this too. Very very annoying.
"You're the biggest user of hindsight that I've ever known. Your favorite team, in any sport, is the one that just won. If you were a woman, you'd likely be a slut." - Slowwhand, to Imran
i'd just like the game to run flawlessly, and be reasonably balanced
"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
On the crash to desktop comment - Yes I am running XP, but it only presented itself just that once. No repeats.
I also duplicated the MPP win on Naploeon... I wonder what causes it.
To those who can fix things - Thanks for listening.
Kevin P.
(P.S. - Small wonders should be able to do all that a great wonder can - Please patch the editor to enable all wonder flags and choices for small wonders.)
---- "What gunpowder did for war, Blake has done for the AI" - Diadem ----
At several times, I wasnt able to build a new city in the Age of Discovery, and once in the normal (epic) game. First time was with a Colonist (scenario unit) in an isolated area, and I thought it was due to some special rule requiring road connection or adjacency to own territory. In the 2nd time, it didnt work on wetlands.
Now, I wonder if those are really new rules, or only bugs...
Generally, I am a little bit annoyed by the Civ people providing us with so much new, fancy stuff to play with - and then giving us only the thin leaflet as the only documentation, half of which is PTW stuff anyway.
It is scattered around the Civilopedia, but no consistent overview except in the forums.
Nowhere mentioned, e.g., that archers (and longbowman) now have a defensive bombardment capability. or that and how tourism gold benefit increases with the age of the wonder (very fancy, though, getting 15 coins only from the Temple of Artemis tourists, once it is 2000 years old).
I wish David Ellis would write a strategy guide on C3C in his own concise style, the new game deserves it.
Ok - Played as the Sumarians - Got 3 or 4 SGL during game play up to the 1800's. - All of them were the same SGL. Same name. I checked in the editor and there are multiple names for Sumarian SGL's.
On a different thread, i heard it mentioned that you can now have multiple SGL's stored up, but as before, only a single MGL at a time. In PTW and previous, MGL's cycled through thier names. First was name one, second was name 2 etc etc. In allowing us to have multiple SGL's at one time, the game seems to be continously reusing the first and only the first SGL name.
This was produced to generate a possible bug report of having multiple SGL's at the same time. The image also confirms the bug of non-rotating SGL names, as the description at CFC for reproducability used consequtive SGL's
Can anyone else confirm that they have had only a single SGL name occur on multiple SGL appearances over the years? (Please confrim regardless of two same named SGLs at the same time, or two SGLs with the same name back to back)
Thanks
Kevin P.
Oh and Momomomo - Wetlands are generic for jungle and marshes. - Marshes as a new terrain type are set to nocity.
Last edited by Backpack; November 10, 2003, 12:55.
---- "What gunpowder did for war, Blake has done for the AI" - Diadem ----
I was wondering about the ability to have more than one SGL at a time. I am not sure why one would not use the leader, but I guess once you have 4 turn break throughs....
I meant that once you start learning tech every 4 turns, I could see that you may find it hard to use your SGL if you get a few in a row. You may run out of wonders and see no gain from increase of the tech rate, so you may do nothing with one for a time.
C3C installed just fine, but I'm running into a couple of problems. First, when I launch the game, the splash screen (the one with the Atari, Breakaway Games and Firaxis logos) stays on the screen for 30-40 seconds before the game kicks in. Once the game does come up, it runs just fine--no errors at all. However, when I exit the program, I cannot start any other application or open any other window. When I try, I get a "not enough memory" error and have to reboot my computer. This happens no matter how long I was in the game. I can just launch the game (wait the 30-40 seconds) and then exit, and it still happens. This also happens if I launch the Play the World expansion startup that was also installed when I installed C3C.
I loaded the resource meter, and prior to launching, I have 75-80% resources free. While playing the game, this drops to 45-50% free. Immediately upon exit, it drops to 25-30% free and those resources never come back to the system, even after waiting for over an hour. The only thing I can do is reboot.
I have tried uninstalling and reinstalling. I took the disk back thinking maybe I had a bad disk and got a different one, but still the same thing. I even replaced my memory module with a different one, thinking I had a bad memory chip.
My system specs:
Athlon 1.4 Ghz CPU with an Asus A7M266 motherboard.
512 MB RAM
Visiontek GeForce 3 video card running Nvidia reference drivers version 4523
20 GB free hard drive space (and ran a thorough scandisk with surface scan and found no errors)
Hercules Game Theater XP sound card
Windows 98
stays on the screen for 30-40 seconds before the game kicks in
CD check and game loading time I suspect.
Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
Then why call him God? - Epicurus
However, when I exit the program, I cannot start any other application or open any other window
It was ok under CIV 3 vanilla, got worse under PTW and now it looks as id the trend continues.
I can't really open anything after closing PTW for about 30 sec.
Try doing the same and see what happens.
-
512 MB RAM
Windows 98
In general !:
Win 98 can't really handle more then 256MB, up to 374MB you will have a staus quo or at best an minimal improvement, after that it's all downhill (minor at first, more the more memory you push in )
Best advice I can give you on this is to switch (upgrade) to XP.
Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
Then why call him God? - Epicurus
I haven't seen it mentioned in this thread, but the Forbidden Palace seemed to have no effect in the game I just played.
Playing as the Ottomans: I went from having 108 corruption in 1080 AD (1 turn before completion) to having 112 corruption in 1090 AD. The city where the FP was built was 8-10 squares away from the capital, so there should have been some noticeable effect.
I have two saves from different points in an epic game where different MGLs won't rush ordinary improvements like universities, police stations, battleships etc. In each case, I made sure that the city didn't have any "corrupt" shields from rush-builds or forest chops (indeed didn't have any shields in the production box at all) -- and since the MGLs came after RRs, I was able to move them from city to city instantly -- in no instance did I get the unit button for "hurry production." I thought, and the Civilopedia says, that MGLs can rush small wonders and ordinary improvements.
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