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
Originally posted by WarpStorm
I prefer the Watercolor one, but I'm real biased. The European one is too dark (and low contrast) for my tastes. The saving grace is of the European map is that the resources stand out. FOr a WW2 scenario it wouldn't be bad, I guess.
hi ,
someone speculated that its night , .... and they have put night and day in , ....
Originally posted by Caliban
Yeah, or it's a solar eclipse! Or a giant spaceship between sun and earth!
I think it has something to do with the cpu being busy loading or saving. I noticed the same dark effect with light resources and units when I was playing a game on a huge earth map. It occurred when the cpu was processing the AI's turns when a pop up showed up.
Sorry folks, no night time, solar eclipse, nuclear winter, vulcanic eruption or aliens here!
Like I said earlier in this thread, I hate to be a nay-sayer, but adding base terrain types would be a major effort for both Firaxis and any terrain modders (floater types would be easier). Adding even one base terrain type would mean adding at the bare minimum 81 new tiles to the artwork (and that is if the new terrain could only connect to only two other terrain types (like tundra currently)). This is a lot of work.
Originally posted by WarpStorm
Like I said earlier in this thread, I hate to be a nay-sayer, but adding base terrain types would be a major effort for both Firaxis and any terrain modders (floater types would be easier). Adding even one base terrain type would mean adding at the bare minimum 81 new tiles to the artwork (and that is if the new terrain could only connect to only two other terrain types (like tundra currently)). This is a lot of work.
hi ,
agreed its some work , but for Firaxis this is only a couple hours , .....
Originally posted by WarpStorm
Actually, the beach issue and connectivity issue is entirely a matter of the artist making the tile sets. The tools are there now and there are rules (for example, a tundra can't be next to a desert). I agree that there should have been a desert hill, but the rules of terrain building always put hills on grassland.
I've included an example of a tile set (not yet ready for release) that includes beaches and where the mountains don't look bad next to the coast (and they do happen in real life). It's all in the transitions.
Sorry about the late reply, but that graphics looks great.
Originally posted by panag
agreed its some work , but for Firaxis this is only a couple hours , .....
Only a couple of hours for terrain? Hey Sn00py, how many hours did you spend on your terrain? I'm guessing at least 8 hours or so per tile set. I spent at least that on mine.
You would have to do about that much more for each new tile type. It's a geometric progression. A new tile transition file would have to be generated for each tile type that that terrain can be adjacent to. For example if I had a savanah that could be next to desert, grass, plains and coasts this would be 4 new files at however many hours a piece. If I then added a marsh tile that could be next to all of them (and the new savanah tiles) that would add 10 more tiles sets and so on.
After a while this would be nearly impossible to extend in a reasonable time.
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