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.
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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
I didnt see Camels in the list...... Camels where very important, they where the equivilent to what horses where to Western civilzations (and others) .
However there is no camel units, perhaps some of the camel units from AoE2 could be converted
Just a quick note, i think that in CtP2. The amount of gold displayed in top right should be renamed tresury
we just need to find the correct line in the ldl_str.txt
P.S (Pedrunn) Will resources run out and re-appear
Sure.
Will there be luxury and strategic resources eg Civ3
You can give any bonus you for every good harvested. And happiness is the easiest to implement.
Will you need to build roads to get a specific resources
No! I dont think the road needing can be implement.
Will colonies be used the same as in Civ3 only with extra ability to build them offshore and instead of needing a road having to build a port in the colony (only thing available to build in a colony
The harvesting of the good by a colony is something to discuss.
We could use a unit with the harvesting ability.
But we could use TI as suggested. If TI it can only be possible if a unit is around or if is in the players border
I think all of the above should be included + what Locutus said
I will re-plan the goods distribuction considering what have been said.
Report.
I have already possible the creation of a specific good in the city closest tile when a good is traded. Next step. Make the game find a good place for the good placement in the city radius using a variation of the CityX code.
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!" -Jean Rostand
When you're making additions/changes to that list, you may wish to consider the following list as well. They're not quite as important as the ones I mentioned earlier, but you still have room for more goods so these could be useful to fill in the blanks where needed. You probably don't have room for all of these but I'll leave it up to you to decide which ones are the most useful. I tried to roughly list them in order of importance, so if 2 goods seem equally fitting to you, take the one higher up in the list
Beavers/Furs (replace Bears?)
Tin/(Bronze)
Poppies/Opium/Incense
Camels
Glass
Lithium (a 'future' good)
Clay/Ceramics
Porcelain/Ceramics (Clay and Porcelain could be seperate, but you could also use a generalized Ceramics instead)
Potatoes
Olives
Lead (or other metals)
Marble
Fruit
Papyrus
Lama
Beer
Amber
Thats just too many goods. Thats why i want to make one generic good for the goods istead of making one really specific yet important one. Therefor goods like fish (instead of tuna, salmon and other ones), crustaceous (instead of crabs and lobsters), cereal grains (instead of rice, wheat) and some other thoughts like gems (instead of rubies, emeralds, jade...), fruits (instead of grapes, banana, apple, etc..), unstable athoms (instead of lithium, uranium), drugs (intead of oppium, tobacco), fossile fuels (instead of coal and oil).
Although we have sprites and tgas for all these goods. Since we have a limit of four per terrain and i dont wnat to add any other type of terrain if not special ones.
Not to mention i want to cover as many worldwide possible goods as i can. So it has to be a generic system.
I will do the code with my generalization idea even if unpleases lot of people (although i cn understand these people). But once the code is done we can think on new additions. After all we could keep dicussing here for ages about this.
I have your post in The good possibilities printed since last week and it was the basis of my good distribution. Of course i did made some changes and if you notice i just made the strategic resources more avaible in a larger number of terrains type.
Hey, just a curiosity. Is diamond classified as gem?
PS:
hemp == pot.
Why two '='? I wonder if you start counting from zero
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!" -Jean Rostand
Originally posted by Pedrunn
Thats just too many goods.
Yes, I said that, the last batch is to fill in the blanks where more goods are still needed. Now you have more choice, that can't be bad
Thats why i want to make one generic good for the goods istead of making one really specific yet important one. Therefor goods like fish (instead of tuna, salmon and other ones), crustaceous (instead of crabs and lobsters), cereal grains (instead of rice, wheat) and some other thoughts like gems (instead of rubies, emeralds, jade...), fruits (instead of grapes, banana, apple, etc..), unstable athoms (instead of lithium, uranium), drugs (intead of oppium, tobacco), fossile fuels (instead of coal and oil).
I basically agree with this but you shouldn't go too far. Emeralds and Rubies can be merged, but Jade should remain seperate. Grapes deserve a seperate mention: Fruit is just for food consumption but Grapes are an important basis for alcoholic beverages as well - Olives can be used for oil, so you might want to consider a seperate entry here as well, if there's room. 'Unstable atoms' or 'fossile fuel' is just silly IMHO, far too generic. I agree on Fruit, Gem, Fish, Grain/Cereal (the more often I read it, the more I like the term 'Cereal'), Crustaceous though, with the changes I mentioned.
Concrete, Abstract, or Squoingy? "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
pedrun I was in the middle of converting civ3 goods to ctp so I can send you the cut out civ 3 goods with a little work in psp you could get them working.
"Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
The BIG MC making ctp2 a much unsafer place. Visit the big mc’s website
"Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
The BIG MC making ctp2 a much unsafer place. Visit the big mc’s website
"Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
The BIG MC making ctp2 a much unsafer place. Visit the big mc’s website
"Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
The BIG MC making ctp2 a much unsafer place. Visit the big mc’s website
"Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
The BIG MC making ctp2 a much unsafer place. Visit the big mc’s website
I like the idea of 'finished goods'. Would it be possible to have something like the resouce system in imperialism1/2? For anyone who hasnt played those games, its where things cost specific resoucres instead of abstract industry 'shields'. If you have the resources and money you get things built straight away.
I am guessing that it is porbably impossible, but it would be cool if e.g a battleship cost you a certain amount of steel and fuel (but less assembly time), so you have to have some in stock before you can build it (you get resoucres within your borders added to your stockpile every turn, more if you build mines etc. on the sources)
Also for the battleship you need some of your cities converting coal and iron ore into steel and crude oil into fuel (or theres a screen were you can allocate so much industry to convertion of certain raw goods in maunfactured goods, like the allocation of PW)...
Or you could make cigars from tobacco to sell to people who dont have acces to tobacco or dont have the industry to make cigars etc etc
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