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 yin26
The road ARE behind the mountains in this shot...and if this is STILL an old screen being shown at PREVIEW time, well...
Markos: The cirularity of the railroads in particular seems odd.
It looks like some tiles are having both road and railroad. Strange...
The Editor looks promising and off the game, as an extra utility indeed.
Maybe it could be an advanced editor that accompanies a more simple in-game editor, who knows...
I think the editor looks very promising. This screen has the right mix of complexity and straight-forward ease of use... I'm itching to see what's behind the "Building Types" tab.
Gotta say that the Editor looks easy to use, in terms of editing existing files.
The question is ''How easy will it be to add new governments/units/techs???''
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
Originally posted by hexagonian
Gotta say that the Editor looks easy to use, in terms of editing existing files.
The question is ''How easy will it be to add new governments/units/techs???''
I'd guess pretty easy - notice the add/remove buttons at the top right. These will be used to add or remove new governments. Techs and units would be different. you could quite easily change the "numbers" for these things but not the graphics (although maybe you can). Also for techs the whole tech tree would need to be dynamic so I guess that modifying these is probably not implemented.
Hmm, I wonder how linked the editor is? In other words, if you add a government will it prompt you to say what technology gives this government type? Same goes with a new unit, etc. It would be very akward if you had to go hunt for all this and change it bit by bit as opposed to being able to edit it all linked together.
Originally posted by yin26
Thanks, Mike. Any feedback on the time stamp idea so you don't have to explain this kind of stuff?
I agree with your idea in principle but I suspect the TIMEstamp won't work as the magazines won't want to publish something that says it is at least 2 months out of date. Instead it might be an idea to have a VERSIONstamp instead ie v0.84 so we can see where it comes from and the magazine wouldn't have to show how slow they are.
'No room for human error, and really it's thousands of times safer than letting drivers do it. But the one in ten million has come up once again, and the the cause of the accident is sits, something in the silicon.' - The Gold Coast - Kim Stanley Robinson
'Feels just like I can take a thousand miles in my stride hey yey' - Oh, Baby - Rhianna
a critical question of course is if civ3 is multiple-mod-friendly, e.g:
a) each mod/scenario having it's own folder with it's modified game files
b) civ3 being able to open the scenario and load the modified game files
Originally posted by Ozymandous
Hmm, I wonder how linked the editor is? In other words, if you add a government will it prompt you to say what technology gives this government type
There is a "Prerequisite" drop-down box on the left. I would think this would be for selecting the Tech required. Obviously Anarchy is "None".
"Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
Wow, that editor screenshot is incredible!! It's what I dreamed off. It was almost a sexual experience to see this...
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