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
some more things regarding land units conquering cities directly from a ship.
first of all, naturally, a good way of testing if the city defenses have already been killed is to try to move that land unit from the ship into the city.
if it does not work, the city is still defended and you dont lose or even move that land unit.
if it does work, you got the city.
another thing i found out is this:
if the ship holding the land unit already is part of a 9 unit stack you cannot move the unit out at all.
the same holds true for normal unit landing from a ship.
somehow the game seems to count the tile the unit moves out of too, so to move one unit out of a ship the tile may not hold more than independent (non-loaded) 8 units before. to move 2 units simultaneously out of the ship, the limit is 7 independent units, etc.
another way to make use of the fact that the game seems to count both tiles when moving a unit out of a ship, is to move a warrior, diplomat or another land unit with a high visibility range from a ship to land as often as possible when exploring the ocean.
they will not only discover tiles surrounding the land tile they move into, but also surrounding the sea tile they moved out of.
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and one final note about disbanding units in cities.
i am pretty sure that, as opposed to what some people have said here, the production increasing improvements of the city (mill, factory, ..) are NOT accounted for the value the disbanded unit gives the city.
Baal: "You dare mock me ?"
O'Neill: "Baal, c'mon, you should know ... Of course I dare mock you."
this may belong to the bug report thread rather, but i post it here because actually im looking for answers.
we all know and hate those graphic bugs that let enemy units or cities appear somewhere else.
now i unfortunately dont know a way to stop this.
BUT i know how to stop the bug if it happens during my own turn to my own units.
its quite simple then.
usually saving and playing on will do and solve the bug.
my theory is that the bugs appear when the program 'forgets' to do some data adjustments while the game moves on, but it rechecks this data apparently when the game is saved.
the problem with the AI graphics bug seems to be that there is no way to do the same to the AI player's turn, which would be save the turn right there.
does anyone have an idea how one could circumvent this and save the game during the AI players turn so as to kill the bug ?
Baal: "You dare mock me ?"
O'Neill: "Baal, c'mon, you should know ... Of course I dare mock you."
“The Communist Manifesto was correct…but…we see the privileges of the capitalist bourgeoisie yielding…to democratic organizations…In my judgment…success lies in a steady [peaceful] advance…[rather]…than in…a catastrophic crash."Eduard Bernstein
Or do we?
“The Communist Manifesto was correct…but…we see the privileges of the capitalist bourgeoisie yielding…to democratic organizations…In my judgment…success lies in a steady [peaceful] advance…[rather]…than in…a catastrophic crash."Eduard Bernstein
Or do we?
You need a reformat bud, that is clearly a zip file.
“The Communist Manifesto was correct…but…we see the privileges of the capitalist bourgeoisie yielding…to democratic organizations…In my judgment…success lies in a steady [peaceful] advance…[rather]…than in…a catastrophic crash."Eduard Bernstein
Or do we?
On another note, I'd like to share a discovery which Mathemagician made in our PBEM game.
I was getting a lot of rioting cities, even though their happiness was sometimes as high as 76. This phenomenon has been noted before. Mathemagician made the observation that my gold was always low, which was true, as I generally convert gold to improvements by way of rush buying. I didn't think it was a problem, as my net gold per turn was well into the positive.
Mathemagician postulated that the program may calculate gold city by city, and that between turns, as cities are cycled through by the program, a defecit may temporarily appear if the individual city's expenses were larger than its earnings, causing the city to riot without a gold defecit message appearing. Therefore, more of a buffer would be required in the civ's gold holdings to avoid these temporary, between city calculation defecits.
I tried increasing my gold holdings, by not running them down by rush buying, and low and behold, the riots pretty much disappeared. This seems to confirm Mathemagician's postulation.
So thankyou Math. You are indeed a Mathemagician!
All of you other players who have been experiencing unexplained riots, this is probably the answer to ending them.
Originally posted by ricketyclik
On another note, I'd like to share a discovery which Mathemagician made in our PBEM game.
I was getting a lot of rioting cities, even though their happiness was sometimes as high as 76. This phenomenon has been noted before. Mathemagician made the observation that my gold was always low, which was true, as I generally convert gold to improvements by way of rush buying. I didn't think it was a problem, as my net gold per turn was well into the positive.
Mathemagician postulated that the program may calculate gold city by city, and that between turns, as cities are cycled through by the program, a defecit may temporarily appear if the individual city's expenses were larger than its earnings, causing the city to riot without a gold defecit message appearing. Therefore, more of a buffer would be required in the civ's gold holdings to avoid these temporary, between city calculation defecits.
I tried increasing my gold holdings, by not running them down by rush buying, and low and behold, the riots pretty much disappeared. This seems to confirm Mathemagician's postulation.
So thankyou Math. You are indeed a Mathemagician!
All of you other players who have been experiencing unexplained riots, this is probably the answer to ending them.
I believe this is correct, I came to the same conclusion not too long ago
Humanity has the stars in its future, and that future is too important to be lost under the burden of juvenile folly and ignorant superstition.
- Isaac Asimov, 1920-1992
The most effective early unit combination I have discovered is the Horse Archer/Javlin Archer. Both have an attack of 2, and the HA has an additional range attack of 2. JA costs less, they both have the same movment, and once you bash thought he front line its all over for the AI. I have gone from the bottom of the PG to the top attacking the AI with those radiers. Most of the time there will be one fighting for the top with me. Its great when they are my ally too. Just find their wonder and trade cities, move your units, more modern now of course, In one swift attack...BAM! Space is the limit. Dont forget to install slavers in those raiders and in your cities. You will have the top five cities no problem.
So one guy turns to another guy and says "T.A.I." His friends says "What?" He responds by saing "Think about it;)"
Nimrod, are you referring to CTP2 here ?
im quite confused, cause most things you said dont hold true for CTP1. for example the Javeline Archer (normal archer ???) has a movement of 1, and mounted archer has a movement of 3.
edited
oh there you say it. MedMod you mean. alright.
Baal: "You dare mock me ?"
O'Neill: "Baal, c'mon, you should know ... Of course I dare mock you."
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