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
Still not fixed unless I missed something :
When you load a PBEM game with the 'load game' option while playing another game, you see another player's position. It never happens when you load from the main menu or from the multiplayer menu.
"Great artists have no country."
-Alfred de Musset
Attempted to host and got booted from final setup screen with "the host has canceled the game" statement. If you are wondering, I have successfully hosted games back to 1.04f.
Citizen of the Apolyton team in the ISDG
Currently known as Senor Rubris in the PTW DG team
Originally posted by CiverDan
Attempted to host and got booted from final setup screen with "the host has canceled the game" statement. If you are wondering, I have successfully hosted games back to 1.04f.
This seems to happen when you have a non-1.21f player enter the set-up. Last patch, when players with different versions launched together nobody made the set-up area. With this patch everyone seems to make it and the game senses the non-matching game versions and aborts the game. Firaxis just didn't write a new message to cover the occurance.
"The greatest happiness of life is the conviction that we are loved - loved for ourselves, or rather, loved in spite of ourselves."--Victor Hugo
Infinite worker movement bug still there- I guess I should've reported this last time, but I figured someone else would've.
In MP games: Have a worker build a road to a specific location that already has a road on it. Worker will move max-three squares for the turn (or less, based on terrain) and then stop. Worker will still have green "ready to move" bubble- wake worker, build a road to a location again. Rinse and repeat. You can run a worker 60 tiles or more, as long as all the tiles are all laid out with road already. You can also abuse this by moving workers on to unroaded tiles, waking them immediately, and having them build road. Industrialist cheaters are twice as bad.
Anyhow. Only works in MP games as far as I can tell, but it can allow for pretty fast worker utilization, and still not fixed.
Not sure if this is the proper place to post this question -- I am in the middle of several MP games using 1.14. Will those save games work under 1.21? I'd check it out myself, but my Dad (at a remote location and older and not so good with computers) will also have to install the patch and I don't want to confuse him.
Edgar, Yes it will work with a 1.14 save...just make sure that everyone is using the same version (1.21). Of course, this is only for US versions of PTW.
____________________________ "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996 "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu ____________________________
especially when half the gamers are playing moo3 or participating in several demogames
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
I have one problem with the patch. After installing the patch and inserting the CD to play, the little CD arrow icon just keeps spinning, never opening the CD!! I uninstalled the patch with no change. Re-installed it and no change. Right now I can't open the PTW CD!!! I tried a different game CD (Unreal II) and had NO problems. Haven't resolved the problem yet, but my next step will be to uninstall all patches and entire game and re-install. That is if I can ever open the CD again!!!
I have successfully reached gotten through the setup screens to the game screen 5 times so far with the new patch. 4 out of those 5 times, nobody was able to build a city or move their first settler. This used to be an occasional problem in 1.14f, but seems to have become much more of a problem in 1.21f, at least initially.
Wadsworth: Professor Plum, you were once a professor of psychiatry specializing in helping paranoid and homicidal lunatics suffering from delusions of grandeur. Professor Plum: Yes, but now I work for the United Nations. Wadsworth: Well your work has not changed.
Using "Shift-B" for automatic bombarding every turn no longer works for catapults- I haven't tested it with other units. You have to re-order the firing of the 'pult every turn.
It would also be spiffy if there was a command to say "Everything in this square that bombards, fire on this square now."
Just thought of another one I've run into- the interface no longer likes "fast-entered" commands at all from the keyboard. All these errors were encountered in MP play over several games, and are repeatable.
For example, if you were to tell a unit to move two squares west by slapping the "4" key on your keypad twice fast, it would deduct all the movement points... and then only move you one square; sometimes none at all! This is particularly troublesome with galleys, which never seem to move every time you hit directional keys to begin with in MP.
Fast-issued commands for movement in two different directions... say, slapping 4 and then 7 on your keypad fast, will result very often in the above, or worse, in the unit moving in a different direction than "7".... although the direction of the mismove seems random, not always 8 or 4, for example.
These bugs are definitely new to 1.21f; they were not in 1.14.
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