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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
Yeah. I wonder if would be possible to change the AI, i mean, those who know how to program in C/C++ could change/add some code of the AI source code,and in this way, improve the AI strategies. Coz sooner or later, we will find the way to fu*k the AI.
Ye
Roman: Civilization belongs to the civilized. Attila: It belogs to those who have the power to conquer it. Me: Nope, it belongs to me. Coz ive paid 50 bucks and it has a 30 days satisfaction guarantee.
Asesino_Virtual
Yeah, the key is the capability of learning of the AI. With a really good learning capability, extra programming would not be necessary.
Ye
Roman: Civilization belongs to the civilized. Attila: It belogs to those who have the power to conquer it. Me: Nope, it belongs to me. Coz ive paid 50 bucks and it has a 30 days satisfaction guarantee.
Asesino_Virtual
Drake, I prefer a good AI with whom u can play at any moment. Ohhh but of course, u wanna play with chicks...
Roman: Civilization belongs to the civilized. Attila: It belogs to those who have the power to conquer it. Me: Nope, it belongs to me. Coz ive paid 50 bucks and it has a 30 days satisfaction guarantee.
Asesino_Virtual
It's too bad that AI can't remember previous games and keep that in memory. Although the AI is allegedly able to learn from past experiences, I believe that those are experiences that you've done during the same game.
Hey Dan... can we get Soren (spelling?) in here so that we can discuss more about the learning capability of the AI. I'd like to know how it learns, whether it can store our tactics in a file, and whether it can adapt.
Of the Holy Roman Empire, this was once said:
"It is neither holy or roman, nor is it an empire."
Based on the editor, you should be able to increase what the AI starts with and, I would guess, any ongoing boosts during the course of the game. This will help the AI 'seem' tougher.
However, Firaxis has already said that Modders will not have the ability to use any SLIC/Macro style of options to boost the AI.
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...
Chick <-------- noooooo nooo A_V, please, not THAT!!!
Me: yeah yeah, here u are, bi*ch! come get some!!!
Roman: Civilization belongs to the civilized. Attila: It belogs to those who have the power to conquer it. Me: Nope, it belongs to me. Coz ive paid 50 bucks and it has a 30 days satisfaction guarantee.
Asesino_Virtual
Yeah, I think the most important question there is whether the computer will be able to use anything you add via the editor. Be it governments, or units, or .. I dunno, new terraforming options. The computer needs to use them otherwise you're just editing for your own advantage (or disadvantage if you're truly bored)
It seems you can't make it more intelligent unfortunately. You may be able to toggle all the civs to adopt the prewritten attitudes that turn out more successful (apparently the civs will have different attitudes to start with) and give them more stuff. Giving the computer advantages is not the same as improving the AI.
Originally posted by Grunthex
Yeah, I think the most important question there is whether the computer will be able to use anything you add via the editor. Be it governments, or units, or .. I dunno, new terraforming options. The computer needs to use them otherwise you're just editing for your own advantage (or disadvantage if you're truly bored)
Yeah, that's my worry too, especially since I'll be adding some governements. New Units are easy, just pick what type of unit you are creating and then just obscelete the same type unit before it. E.g. tank obsceletes cavalry - once mobile warfare is discovered you can't build cavalry anymore. Great way to force the AI to change. So if you add hovertanks - set them as the same type as tanks, and obscelete tanks. Or at least that's how I did it in Civ2...
- "A picture may be worth a thousand words, but it still ain't a part number." - Ron Reynolds
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