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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
I ran a quick test, and am baffled by the save file, which I was nagged into creating. I put in the coordinates (10,14) and the save file consists of the single line:
10 14 0
A second run with coordinates (20,20) resulted in a single line of:
20 20 0
I guess I expected a list of hut and special locations in the save file...
Further clarification request: I turned on "show both" under options, and the explanation of the notation is still describing the "trade distance" option.
Dave - yes the notation tag has not been updated - so i will need another release
the save file stores the stuff you have entered - the first hut co-ords and any huts that you have popped or found to be at sea so that when you restart a game you do not have to start striking things out or remember just which city was an advanced tribe
Originally posted by Scouse Gits
Warz - I agree with you - since I wrote the damn thing it has completely changed my approach to the game - probably for the worse
SG[1]
Care to explain in more detail?? Presume you mean that the intuitive side and thrill of exploration is diminished....
Still, it is a great piece of work.
Best feature--for me--identifies hidden special locations.
i used it in an mp game with 4 players and its dead spot on, regarless of map size, land mass ect......
i do have a question, i know about the special patterns and i know about their correlation to huts, but how does it guarrrantee that the hidden special will come in to play.
as far as this program goes....its genius....but a bit late don't you think
sorry let me rephrase....Bloody Monk was stating that it defines where the hidden specials are? i am somewhat confused, but perhaps my confusion with his statement has somehow confused you with mine too confusing.
i know you need to mine, but how does the hut finder guarrantee that the special is going to be there ? if in fact that is what BM is claiming??
Originally posted by War4ever
sorry let me rephrase....Bloody Monk was stating that it defines where the hidden specials are? i am somewhat confused, but perhaps my confusion with his statement has somehow confused you with mine too confusing.
i know you need to mine, but how does the hut finder guarrantee that the special is going to be there ? if in fact that is what BM is claiming??
SG[1] can answer better, but it is deep night there now, so let me see if I can help.
Check it out this way.
1) Observe the specials pattern and locate a tile that "should" have a special but it's grass. Say it's a 2-4-2 pattern and the 3rd of 4 is missing. Note the coordinates of that tile.
2) If you have not already entered X/Y for huts, follow the procedure to generate a list of hut locations.
3) Open the "Specials" tab. At the bottom enter the X/Y from 1) above for your suspected hidden special. If it is 'one' it will be first on the list.
That is what I meant by "identifies hidden special locations." It identifies ALL special locations on the map. Even the "would have been" ones way out to sea. So if you have a tile that is on the list, even though it isn't a visible special, "mine it and it will come." (with apoligies to "Field of Dreams")
Check out the area around Not a Canal--82/34 and 72/34
Hope this helps. SG[1] has made a very cool tool, I think.
ok BM i will check it out when i get home tonite....i am a big MPer so i have mge......
i always new about the hidden special possibility, but if i can guarrantee its there then obviously i will mine it....nothing worse than spending 10-15 turns , not sure how many it takes with just one set to mine a square that only produces a forest....this should eliminate that not entirely
i was not aware of the special feature in the program....really onlly used it to test the huts.....
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