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
Originally posted by Immortal Wombat
If I gave it an insanely high PW cost, would the AI save up for it, or build cheaper ones?
You could try it but I think the AI will save up for the best tile improvements that are available. I never saw an AI building roads when it was able to build railroads, the same is true for all the other tileimprovements.
Originally posted by Immortal Wombat
Would triggering a STOP on the CreateImprovement event also stop the event which is supposed to create the wonder?
Yes without further modifications. But you could use a global variable if it is set to 0 then the tile improvement can't be build, if it is set to 1 it can be build. So in the event that should build the wonder improvement it will be set to 1 and afterwards to 0 again. But actual I think giving and removing the enabling advance is the way to, because the AI will try only to build the wonder improvments instead of the real ones, so in the end it wouldn't build anything.
hey... how about a one tile Great Wall
1. the great wall was never any more useful than it is today... so no one will be insulted
2. make it look less straight and (if you can) add curves... height changes and ...well... it can it look longer... the current kinda looks like only a section of the Wall...
I'll try reducing the bonus'.
Oh yeah, and I also tried adding the GLHidden line to the Tile imps too. Would this make the AI ignore them as "not real"?
Originally posted by Immortal Wombat
I'll try reducing the bonus'.
Oh yeah, and I also tried adding the GLHidden line to the Tile imps too. Would this make the AI ignore them as "not real"?
No this doesn't work, I solved this problem in GoodMod by giving the enabling advance to the civ that should build the tile improvement and once it was on the map I removed it, unfortunatly this as to happen in two diffrent event handlers, but for this task you could use a not used event and trigger it afterwards the tileimprovement was placed, for this event that is normally not used in the game you could write an event handler that will remove the enabling advance.
Edit: Of course you could also take the soundfix code as an example and use return STOP instead of a sound.
Edit2: Actual this wouldn't work well, the AI wouldn't build with the slic version the neccessary tilieimprovements.
The AI lists has very little effect on the AIs strategy, as I have experienced to my annoyance in my aborted Mars scenario.
I'll try reducing the bonus'.
Oh yeah, and I also tried adding the GLHidden line to the Tile imps too. Would this make the AI ignore them as "not real"?
Originally posted by Immortal Wombat
The one problem I have found is that the AI can place these tile improvements like normal ones... So I'm putting a stop to that
I experienced that with my City Expansion Code.
It is something related to the production bonus (maybe food tto but not gold for sure). I think the AI can choose the best production improvement among those enabled and place them despite of what is written in the ImprovementLists.txt. I solved that by decreasing the production bonus value to less then the avalible TIs.
This may even be good news. After all we always thought the AI was restrict to only follow those those two lists.
i notice a lot of stuff from EE... i have EE... i play it almost as much as CtP2... now i can have Temple of Zeus and Tower of Babalon in both games!!!!!
Cheers for looking into it IW
I'll download again and make sure i follow the instructions to the letter - maybe i did something strange? Gad - i just wanna see those pyramids appear, and i'm still wondering if it's due to tile space around my small city?
I'm re-uploading the vanilla version again; the SLIC file is restructured for easier alteration (I hope) and more efficiency.
CoT: I've no idea what is wrong with your file, but 've redone the code, and I'm not getting any problems
The one problem I have found is that the AI can place these tile improvements like normal ones... So I'm putting a stop to that
Thanks Mr Wombat! I guess CTP1 is a forgivable offense!
Pedrunn, umm i think you have to discover stoneworking before you can build the pyramids, so yes i had it(i hope!).
Hex, at least i'm not alone in this.
The pics on the download site look great by the way, this is going to be very very cool - heck i'll be playing vanilla CTP2 just for this
Originally posted by child of Thor
Ok i give up for now - kinda did as you said in the readme(well as outlined above), got to select the 'Wombat mod' and launched CTP2(1.1patch). Played some turns and got to build 'Pyramids'. Got the message about visable wonder and it will appear on next turn. It didn't .
I so want this to work.........what's up??
I had the same problem - I ran the setup thru cheat on a size 20 city with plenty of plains surrounding the city. I was cranking out wonders at about 4 turns per - no wonders popped up on the map. I tried multiple cities too.
A couple of error messages also...
Line 312 TIMP_WONDER
and Line 313 TIMP_WONDER_TEXT were not valid (or something like that) They were tied into the messagebox
I blocked them out of the SLIC file and relaunched with no problem - but no wonders
I can post my adjusted text files in about 8 hours or so from work - its getting late here.
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