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
I forgot that BlueO's Mod overwrote the use of tile improvements.
An interesting twist, to say the least.
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...
for the industrial city civ3 had a good one could take a few hours to put into ctp 2 like.
"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
Originally posted by Dale
I'd make it two if I were you. Quite often it's handy to combine two wonders in one city (ie: single city science boosters like telescope).
Good point, I'll remember that
Pedrunn,
Nice graphics
There will only be the structure wonders visible on the map, the list of 21 out of 35 is it?
This differs per mod of course. And since AFAIK you can't easily switch the tile files with modswapper...
I agree city sprawl should be more than 2 or 3 tiles. First and foremost it looks really good (which improves the overall atmosphere of the game, which for many people is an important factor in determening how much fun they have playing the game, so certainly not a waste of resources). But also, as Ben pointed out, it limits growth and thus lessens the rich-get-richer effect.
This differs per mod of course. And since AFAIK you can't easily switch the tile files with modswapper...
As it stands, no. I guess either, we can add all graphics that are likely to be wanted into the finished expansion+wonder Tile File, or we can get Paul to add a few (?) lines of code to ModSwapper, so that each mod has an associated tile file, and it gets renamed into use before running the game. The only problem I can see with this is that it will use up 5 megs of disk space for every mod using a tile file.
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
5 megs? Hmm, acceptable, but if it can be avoided...
The key question is of course if how much room exactly we have. Do we still have room for only 20 new improvements or is there any way to add more?
Dunno to be honest, its a half-hour job just to test whether or not they all work. I think I've found a pattern of indices that gives working tile imps, but I'll check come the weekend (BANK HOLIDAY!!)
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
5 megs I hope you don't include the gtset555.til file, as far as I know this file is not used by the and therefore not necessary to be included in a download. But I still find it odd that not every possible tile index can be used, as it was possible to use the tileimp.txt to access on every tile imp graphics in the game.
yeah, but I include the 555 file so that others can alter the graphics with more ease. The 565 file is wierd...
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
Originally posted by Immortal Wombat
yeah, but I include the 555 file so that others can alter the graphics with more ease. The 565 file is wierd...
Why is the 565 file wired just load it with tileedit go to Colors menue and select In-Game Color mode and the graphics looks like in the game. By the way tile edet contains here a bug the short cut for this function should be Ctrl + M but this one is actual used for adding tile improvements.
Fair enough I guess. I don't mind. I'll be uploading both, people can choose.
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
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
at least, not the tile improvement one. BlueO's goods version is iin the database
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
Originally posted by Pedrunn
IW, Do you have the code for the city expansion already?
If you have it could you attach it for me?
-Thanks in Advance
Ok, three hours, 570 lines of code, and several chocolate biscuits later, and the prelim code is done. I'm going to thoroughly bug-test this one before release though; the last few SLIC files I've made public have crashed horribly.
Ankor Wat, anyone?
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
Three SimCity3000 pics, which are better than the ones tehy are replacing, and fit much more nicely in a tile, and Stonehenge, thanks to Leonidas (I took the fallen liths out, I can't imagine a wandering army being overly impressed by some rocks on the ground )
I don't think the rest of the SC3k pics will be very useful, apart from the Eiffel Tower, but I can include them later on should they be in demand.
Would it be easier to include as much as possible, and let mod-makers decide which to use? I'd obviously provide a list of TileIndices that correspond.
Pedrunn, those pics are great. The first makes a brilliant outpost settlement. The second is however, a little large, and to fit it on a tile, it means shrinking it beyond recognition. Do you think you could make it a bit more compact, remove some houses or something? And maybe a small bit off the first one?
Otherwise, they are very good Thanks
Attached Files
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
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