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
Do you have a version of this for C3C? I am trying to figure out where "Orders Enslave" and "Orders Stealth Attack" are and I think they are in "PTW special actions (binary)" but I am not sure.
In the conquests.biq and several other scenerios, there are units that are "ghosted" that do not appear in the editor, but are in the BIQ more than once. Do you know why this is? I made a thread at CFC (link) but no one responded. really, all I need to know is how to tell whether the unit should be there or not. How does the editor know which units in the BIQ are real, and which arent.
Does anyone know where the C3C locked alliances settings are located? I have gone into the GAME section in a .SAV file and changed the alliance # to 0, but when I get back into the game, my civ is still in a locked alliance with the former members. Then I went back and changed ALL the members of the alliance to 0, with no noticable results.
I've not had time to dig out the locked alliance locations in the saves. That is one thing that is on my todo list for completing the C3C compability of C3MT. I can't give any time for when I will have time for doing that.
Don't worry about it. I think I have an idea of what is going on. I noticed in using the SGE that the # of turns of MPP in the diplomacy section was some astronomically high number. That must be part of the solution Atari came up with... locked alliance is just a MPP with a 10000 turn duration. In one saved game, I just changed that number to 0. But now I cannot get that number back on the menu of options, so I cannot change it.
Where is that number in the saved games?
Gramphos, I know you are busy. I am in no hurry. Half the fun is figuring it out, anyway.
I'm trying to create a Mac application to display a Civ3 map (vanilla 1.29, as that's the only format available on the Mac )
I have it displaying the base terrain using the appropriate .pcx files, and overlaying it with mountains and hills, but I haven't been able to work out which bits in the TILE structure define which hill or mountain image to draw.
Here's an example of a much reduced standard map in a raw test window. As you can see I have identified which mountains are snow capped and the basic terrain if working. But all the hills and mountains currently use the same image. Can anyone help?
I don't know how to get that info out either. For my CRpSuite stuff I work it out myself. You can obviously tell which .pcx file to use for a tile based on the "real terrain" field. I then calcualte the offset based on the NW, NE, SE & SW tiles. Start with 0, then :
Add 1 if there is a mountain/hill NW
Add 2 if there is a mountain/hill NE
Add 4 if there is a mountain/hill SW
Add 8 if there is a mountain/hill SE
CRpSuite 2.8.0 : Bug fixes + MP/PBEM support in CRpMapStat CRpSuite (Playing aids and game analysis utils) : Website and forum thread
Hi Dianthus
I'm glad it's not just me! I realised I could get it from the adjacent tiles, but that seems rather laborious. Also, I don't think that's the way Civ3 does it. I haven't looked at it for a while, but last time I did I was pretty sure that I fount it was using two different variants in equivalent situations. I'll try to find an example again.
Hi sabrewolf. Yeah, well, sometimes the mountain must come to mahomet (aka Gramphos)
PS Love your avatar, brings back fond memories. I even built a primitive speccy emulator on my Mac once, and succeeded in loading Manic Miner into it from audio tape through the audio in socket! It ran, too, excruciatingly slowly!
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