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CTP1 Terrain Mod/Scenario

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  • CTP1 Terrain Mod/Scenario

    I always found the CTP1 Terrains much brighter and eyecatching than the ones in CTP2, although they were good, they seemed a little washed out, so this mod includes all the tile graphics from CTP1.

    If you want to play this mod with the ctp1 terrain/tileimps values just remove "ctp1_" from ctp1_terrain.txt and ctp1_tileimp.txt. Also because theres no commerce in ctp1 (science was fed by gold) ive made the advances smaller in cheap_advance.txt, just rename that to advance.txt to use it. But i was just messing around, so expect some serious faults, like running out of gold for those upkeep costs and wages.



    BUGS AND STUFF
    ~~~~~~~~~~~~~~
    Because "Kelp Bed" and "Coral Reef" werent in CtP1 they have been replaced in this mod by "Shallow Water" terrain.

    Also i couldnt figure out exactly how to implement the "Water_Trench" tile in CTP2 as its used in a different way in CTP1.

    Because this is CTP2 you will of course see the deep water tiles from the very start, whereas as in ctp1 you would need to discover underwater units to see it. (i think)



    INSTALLATION
    ~~~~~~~~~~~~
    Extract the zip file into your ...\Call To Power 2\Scenarios\



    "To Do" LIST
    ~~~~~~~~~~~~
    1. Refine the rules so they spread out more (as in ctp1)
    2. Implement trench tiles same as ctp1.
    3. Add a ctp1 version of the kelp bed and coral reef.
    I put it in the scenario structure so it wouldnt overwrite the original tile file. I modified the current (to my knowledge) Apolyton tile file, so you can use this with all mods (visible wonders etc) that require the Apolyton Tile File. (but take into account that kelp bed and coral reef looks like shallow water!)

    HEREs the ZIP.

    edit: Updated to fix a couple of dodgy things, probably some dodgy stuff left.
    Last edited by Maquiladora; December 8, 2002, 11:06.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  • #2
    Ctp1 color set is my favourite....great idea, I want to try.............
    But how many times was Civ3 in a washing machine????
    MF

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    • #3
      Yeah. Actually ive started converting the civ3 ones but i think the "washed out" effect will be less because the tiles have to be slightly smaller, thats how it looks so far anyway.
      Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
      CtP2 AE Wiki & Modding Reference
      One way to compile the CtP2 Source Code.

      Comment


      • #4
        Hey I'm chieftain!!
        MF

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        • #5
          Alternatively, If you have the CtP tile files already, then simply unzip this file below (altered terrain.txt and tileimp.txt to correspond with CtP1 indices) into the scenarios folder, and copy the CtP1 til files across into the default/graphics/tiles folder.
          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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          • #6
            I couldnt get the original tile file from ctp1 to work for some reason. Either way there are *some* differences in this tile file. I fixed a few dodgy tile combinations, like jungle and desert. I might put mountains out towards the coast, but that could make for some powerful cities.
            Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
            CtP2 AE Wiki & Modding Reference
            One way to compile the CtP2 Source Code.

            Comment


            • #7
              I couldnt get the original tile file from ctp1 to work for some reason.
              I tried to do the other way around, the CTP2 tile file in CTP1 and also didnt work.
              Any chace of a CTP2 terrain mod for CTP1?
              "Kill a man and you are a murder.
              Kill thousands and you are a conquer.
              Kill all and you are a God!"
              -Jean Rostand

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              • #8
                ive mentioned this b4, but ill say it again, i think the ULTIMATE terrain for CtP2 would be all the Ctp1 terrain merged into the current Ctp2 terrain, just imagine how it could look.

                I would be amazing.


                Merry Christmas
                Oxygen should be considered a drug
                Tiberian Sun Retro
                My Mod for Tiberian Sun Webmaster of
                http://www.tiberiumsun.com

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                • #9
                  Its alot of work and most of the ctp1 players prefer the original terrain but ill probably get around to it eventually. If you want to extract all the border tga's from the ctp2 tile file, index them all in seperate folders then send them to me, it might help
                  Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                  CtP2 AE Wiki & Modding Reference
                  One way to compile the CtP2 Source Code.

                  Comment


                  • #10
                    Originally posted by SMIFFGIG
                    ive mentioned this b4, but ill say it again, i think the ULTIMATE terrain for CtP2 would be all the Ctp1 terrain merged into the current Ctp2 terrain, just imagine how it could look.

                    I would be amazing.


                    Merry Christmas
                    Im doing this already (in a small way) for my scenario, i dont wanna say too much because people who do never end up releasing anything
                    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                    CtP2 AE Wiki & Modding Reference
                    One way to compile the CtP2 Source Code.

                    Comment

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