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 child of Thor this is really usefull, it can be used in loads of ways to help keep the AI's game up to pace.......Dale i'm glad this has stayed in your mind for the last two years! Hey i'm glad you are still around to think on CTP2
Well I rather use my way, so I only have to modify some governments slightly instead of adding some units.
this is really usefull, it can be used in loads of ways to help keep the AI's game up to pace.......Dale i'm glad this has stayed in your mind for the last two years! Hey i'm glad you are still around to think on CTP2
So why don't you test it on your own, BureauBert. Well in this case I tested it, and it does not work, I did not test the a String from the gl_str.txt, I doubt that this would work. And the disadvantage of this method would be that you have to modify the slic code for every language version of CTP2, so it is not a good idea. Actual noone got the idea to make it like this, because there is a not working StringCompare function, so why is there such a function if it would be so easy. Well it could have worked...
As I am working on my own humble MOD, in which governements should be more important in some aspects, I am very interested in the „SLICability“ of government-types. I read this thread & SLIC, also Martin’s “getting the government by comparing GovernmentDB-entries”, finally I recurred to the “placeholder”-lines in IW’s “AI-superpowers-script”:
I understood that player.govttype contains a string. If I compare the above lines with the way you may check unit.type I presume that
SomeDB(DATABASE_ITEM)
always returns the database-index (integer) of that item – as for unit.type you may use
either
unit.type == 99
or
unit.type == UnitDB(UNIT_SOMEUNIT)
So IMHO the above govttype-example doesen’t work because it compares some string with the database-index of GOVERNMENT_ANARCHY rather than the string ‘GOVERNMENT_ANARCHY’. The obvious thing for me would be trying something like
instead. Alternatively – if the “string” mentioned in the documentation is NOT the database-string – I could think of the “string” from gl_str.txt (if it was meant to be used in messages rather than functions), unfortunately I can’t think of any other “string” in this context.
Obviously I have to admit that I haven’t tested that at all – taking into consideration that most likely someone in this forum would explain to me in five words that my ‘idea’ is merely useless and what the heck am I thinking why the whole experienced community is researching some more advanced workarounds for months …. ????
BUT after some hesitating I just had to post this before messing around for some hours or days – thank you for your patience!
That really is funny. But nice to hear that since i couldnt get the function AddUnitToBuildList(city, unittype) to wortk either. The BuildUnit(city_t, int_t) will be the perfect replacement to my plans.
What this Mod does:
This Mod is a project I've been trying to get working for almost 2 years. It finds out and stores what Govt everyone is in for use in other scripts. This script is intended for other Modders to help them in their projects. Please leave the header of this script with the code.
How to add this to a Mod?
1. Put this SLIC in the usual place and add to script.slc
2. Create temp units in Units.txt for every government in the Mod, remembering to use the "GovernmentType" flag to limit each unit to a seperate government (IE: like the Cleric is). These units MUST be one after the other and in GovernmentDB order!
3. Open this SLIC and modify the following:
- In 'GOVT_SetupArrays' setup the GOVT_GovtUnits array with the names of every temp unit.
- In 'GOVT_SetupArrays' change the variable GOVT_FirstUnitIndex to the UnitDB index of the first temp unit. In the vanilla game this is 72 if you put the temp units after all the others.
4. In 'gl_str.txt' add names for these temp units (I would use something like "Govt Check Unit").
5. When referencing the Govt variable, check GOVT_WhatGovtAmI[playerNum] to get the GovernmentDB index (IE: If in Tyranny in vanilla game you get 10).
Any comments let me know. Hope this helps expand people's Mods. This will be VERY useful for the Dark Ages in Ages of Man!
EDIT: Added to the directory in Modification\Text and Slics.
Here's an updated SLIC file for the modders. It fixes all bugs found thus far, including the ones mentioned above.
- So you will no longer accumulate production if the temp unit is the only thing in your capital's build queue.
- The temp unit will no longer show in the player's turn in the build queue (but will still be selectable from the list). The temp unit will actually be in the build queue during everyone else's turn. But that's irrelevant as far as I can see.
- The government you are in is now updated on the turn you change government, instead of the next turn as previous. IE: You click "Enact" on a government, and when you hit "End Turn" the variable updates to "Anarchy".
This is pretty much finished/fixed and working properly now.
Yeah I suppose it could, but I agree with Locutus that it's not realistic, unless you use it as a diplomatic bonus, not an absolute like you suggested. I mean come on! 5 years ago Australia was flirting with China for an alliance!
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