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
Rich thanks, but I'm gunna be even more evil than you.
V3.2 (which I'll send across now) will make it a little harder to get their maps. I've always thought it was too easy for a human player to get maps from an AI, even in previous civ-type games. Now there's only a 1% chance you'll get it.
MWAHAHAHAHAHAHAHA!
BTW, how on earth did ya change the title to DEITY? I WANT IT!
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Author of Diplomod. The mod to fix diplomacy.
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
Rich thanks, but I'm gunna be even more evil than you.
V3.2 (which I'll send across now) will make it a little harder to get their maps. I've always thought it was too easy for a human player to get maps from an AI, even in previous civ-type games. Now there's only a 1% chance you'll get it.
MWAHAHAHAHAHAHAHA!
BTW, how on earth did ya change the title to DEITY? I WANT IT!
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Author of Diplomod. The mod to fix diplomacy.
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
Anyone else still looking at improving the AI without SLIC? I've gotten a much smarter AI without using SLIC to this point but there are still some quirky things it does that confuse me. In particular how does it set its strategies. If we can control the intelligence of strategy picking by the AI, the game actually does seem to work. I have the AI using diplomacy fairly well. I've seen countless wars between the civs where cities change hands repeatedly. I've even been attacked by large multiple stacks. But I have also seen a civ that is losing a war with another civ, not move the over 70 units that it has just sitting around. I also had a stack worn down by multiple stacks, then just when i was surrounded and too weak to survive another attack, it offers a cease fire. Talk about no killer instinct.
I'd like to have a place where people could list specific changes to files and their specific results, much like the post about increasing time in the const.txt. You definitely see better decisions by the AI later in the game, but not too much difference early.
Decreased unit costs has a HUGE impact on the AI's ability to wage war. Before reducing costs (25-33%), i rarely saw AI stacks of more than 6. Now I see stacks of 10-12 running all over the place. Since the AI uses the matching criteria to determine whether to attack, the smaller stacks rarely had the firepower necessary to attack entrenched armies. With the larger stacks, they attack more frequently and entrench alot less which also promotes more combat. But again, if you run around with 12-unit stacks, they probably dont have a mixure of units that will make them strong enough to attack you.
I also increased movement factors slightly. The AI tends to think only about this specific turn. The farther it can move in that turn, the more options it will consider.
Always, i hope ya'll get the gist of what I'm asking, so if you have a specific change, plus post it under this thread.
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History is written by the victor.
As you guys pursue your various mods, keep in mind that the ultimate potential of CTP2 is still totally unknown. Those of us who poke around in the bowels of the ancient civ2 engine are still finding new ways to tweak the game. As an example, recent discoveries include:
1) Barbarian Wrath: A setting which creates Barbarian Hordes of between 80 and 100 units.
2) Amphibious units: A setting which allows units to travel on both land and sea.
3) Giga-maps: Maps 3 times larger than the supposed "upper limit".
4) Simultaneous Multiplayer: A setting which transforms Civ2 from turn-based to simultaneous move.
5) Life after Death: Events which allow two units to engage in combat, at the end of which neither unit is dead.
I could go on, but I think you get the point. Think big, think different, but above all never say never!
Note to John Barbarossa: Praising Einstein is OK, but one doesn't have to denigrate the work of Archimedes in the process.
To La Fayette, as fine a gentleman as ever trod the Halls of Apolyton
From what I understand of that Civ game of yours, it's all about launching one's own spaceship before the others do. So this is no big news after all: my father just beat you all to the stars once more. - Philippe Baise
As you guys pursue your various mods, keep in mind that the ultimate potential of CTP2 is still totally unknown. Those of us who poke around in the bowels of the ancient civ2 engine are still finding new ways to tweak the game. As an example, recent discoveries include:
1) Barbarian Wrath: A setting which creates Barbarian Hordes of between 80 and 100 units.
2) Amphibious units: A setting which allows units to travel on both land and sea.
3) Giga-maps: Maps 3 times larger than the supposed "upper limit".
4) Simultaneous Multiplayer: A setting which transforms Civ2 from turn-based to simultaneous move.
5) Life after Death: Events which allow two units to engage in combat, at the end of which neither unit is dead.
I could go on, but I think you get the point. Think big, think different, but above all never say never!
Note to John Barbarossa: Praising Einstein is OK, but one doesn't have to denigrate the work of Archimedes in the process.
To La Fayette, as fine a gentleman as ever trod the Halls of Apolyton
From what I understand of that Civ game of yours, it's all about launching one's own spaceship before the others do. So this is no big news after all: my father just beat you all to the stars once more. - Philippe Baise
Generally, I'm not in favor of reducing the cost of a unit, because what you are doing then is also benefitting the player, allowing him to build more military himself.
But with the production adjustment in the diffDB file, that helps the AI have a bonus of whatever you want. Certainly not the ideal, but workable, and it was a good workaround.
As for unit selection, there are line of type in the strategies.txt file that breaks out the percentage of what the AI will build, so maybe tweaking those in conjuction with some creative relabeling of unit designations (calling a Knight a defensive instead of an attack or flanker unit in the units.txt file) will cause the AI to build more of them. You can also designate a higher level of devoted production for support costs in that file, allowing the AI to field an even bigger army without disbanding older troops, and raise the level of what the AI will tolerate for being in an 'At War' status. But these have to be balanced with the AI needing to maintain a growing infrastructure so it also does not find itself losing the tech war in the long term.
The one thing I would like to see fixed is the purely defensive stacking of the AI, especailly when faced with enemy units. I've seen 30-40 units parked outside of a city that I was attacking, and I was able to whittle down those forces without being counterattacked, before tackling the city. The AI had me seriously outgunned in numbers and could of taken out my stack if it employed a 1-2 punch, but it didn't do so. So I attacked, pulled back a bit and kept sending a steady stream of reinforcements.
And does anyone know what the Power Points line for each unit refer to in the Units.txt file? I do not have a clue on that one.
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...
Don't worry, I'm an Aussie. We always think bigger than we should.
All I need now is an idea for the AI. Anyone? Anyone?
------------------
Author of Diplomod. The mod to fix diplomacy.
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
Don't worry, I'm an Aussie. We always think bigger than we should.
All I need now is an idea for the AI. Anyone? Anyone?
------------------
Author of Diplomod. The mod to fix diplomacy.
Rommell to a sub-commander outside Tobruk: "Those Australians are in there somewhere. But where? Let's advance and wait till they shoot, then shoot back."
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