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.
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.
HEREs the ZIP.
edit: Updated to fix a couple of dodgy things, probably some dodgy stuff left.
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