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
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...
You might want to test 3.6 first in case it actually does work on your computer. My Windows ME has been nothing but buggy, so it could be the possible cause of the problem. Perhaps you should put a warning on it to warn Windows ME users.
"When we begin to regulate, there is naming,
but when there has been naming
we should also know when to stop.
Only by knowing when to stop can we avoid danger." - Lao-zi, the "Dao-de-jing"
Just letting you know I downloaded 1.35 and like it a lot.
I wonder whether the AI can manage sea transport/invasions. Is there anything somewhere that allows it? Maybe I should DL the 1.34b strategy/goals?
Clash of Civilization team member
(a civ-like game whose goal is low micromanagement and good AI)
web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)
I get repeated crashes with Cradle 1.35 games, just when things start becoming interesting. From the look of it, it happens when an AI attacks a city when there are lots of units.
I attach a save game. I crash when doing end turn. I already reloaded and saved the game every turn for four turns before that...
Anyone has an idea what could cause the problem?
Clash of Civilization team member
(a civ-like game whose goal is low micromanagement and good AI)
web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)
Originally posted by LDiCesare
I get repeated crashes with Cradle 1.35 games, just when things start becoming interesting. From the look of it, it happens when an AI attacks a city when there are lots of units.
I attach a save game. I crash when doing end turn. I already reloaded and saved the game every turn for four turns before that...
Anyone has an idea what could cause the problem?
Isn't it a DebugSlic=yes/DebugSlic=No issue? I think, but I am not sure at all, I have read somewhere that the Cradle mod would not need the userprofile.txt to be changed to DebugSlic=No contrary to the SAP2.
Perhaps have you forgotten to change the line or perhaps should you revert to DebugSlic=Yes... I hope the others will be able to help you if it doesn't work, as far as I am concerned there is little more I can do.
"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill
Incentivated by a french lurker who e-mailed me. I got back on working in the city expansion. And i have come up with a compatible version with the Good Bonus Code!
Are you still interested in the City Expansion for Craddle?
Incentivated by a french lurker who e-mailed me. I got back on working in the city expansion. And i have come up with a compatible version with the Good Bonus Code!
Are you still interested in the City Expansion for Craddle?
I know the french guy and many others are!
That are great news Pedrunn so what you changed? By the way also Wes was interested in the city expansion set long ago. So it will difenatly go into the MedPack version of GoodMod (when I have some time).
Hi all, I have made a cradle version of the city expansion
This file does not give an extra modswapper option. It adds the feature to the Cradle v1.35 option. It replace some files to do so.
I also added the IW visible wonders to the pack since the request for the cradle city expansion always come together with it. But there are some minor chages regarding the city expansion: The main ones are that you only get the cities expansion in pops multiples of 6 (and not 3) as requested by Hex, the pillage fix from mrbaggins, the dead citis disppears after 20 turns (and not 100) and the compatibility with the good.slc.
Just unzip inside the Call to Power main directory. Also dont forget the regular preriquisites for the city expansion (patch, modswapper and apolyton tile filr) and, of couse, the cradle mod. Then just choose the modswapper option of cradle full version.
i finally managed to give cradle 1.35 a try, its great as expected, but i got the following problems:
a) unit updater still doesn't update all units all the time (got bronze working, spearmen were updated, then the updater finished without asking me about the spearmen militias). note: wonder got finished in the same turn.
b) sometimes, when i built a wonder, the corresponding ti doesn't appear, instead a village is turned to rubble.
c) just conquered a city for the first time, but i didn't get the option to enslave it.
while a) and b) for sure are bugs but can be worked out easily via the cheat menu, i find c) rather annoying, especially since the ai builds dozens of cities very close. is is intended or a bug as well? and anyhow, how can i reenable city enslavement without messing up the game files too much?
info on the game: cradle 1.35 "plain" with cityexpansion for cradle. impossible/raiders. 13 civs, max 20 already a few splintercivs around. gigantic donought-map. localized (german) version tuned into the english one, win2k.
So far you and the french guy I mentioned in the above post. Were the only who gave me some feedback about the cityX.
Not even Hex made any comment about it. Not even by e-mail or PM. Therefore so the Cradle City expansion is a unnoficial part of Craddle and i shoul respond about it
Originally posted by Zaphod Beeblebrox
b) sometimes, when i built a wonder, the corresponding ti doesn't appear, instead a village is turned to rubble.
Are you sure the wonder had a graphical map TI? Since only the following wonders in the game does it:
Code of Hamurabi, Coliseum, Empire State Building, Field Dynamics Lab, Globesat, Hagia Sophia, Hanging Gardens, Hollywood, Mecca, Pyramids, Stonehenge, Temple of Jerusalem, The Lighthouse, Temple of Zeus, The Agency and the Hadrians Walls.
If it did had it appear in the next turn after the finishing of it?
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!" -Jean Rostand
yes, it were wonders with tis. the first i don't remember (quite a few ones in my capitol) the 2nd was the temple of zeus. don't know, if that ti would have been build. there was nothing to see except the crumbled village, so i build a new village and the wonder ti via the cheatmenu
oh, and btw. congrats to your election, didn't visit the dg site in a few days, was ill and just able to willinglessly click around in a game
The Unit Updater in the Cradle mod does not allow you to update your units in the turns following the advance enabling the updating process. It means you have to update your units in the turn of the said discovery.
I am currently testing the Updater2 designed by Peter Trigg with some code borrowed from Pedrunn's NewUpdater. This Updater2 allows you to update your units in the turns following the advance.
You can't update all your units, you should open the CRA_Updater.slc file and look at the arrays, they list what are the units that can be updated, what is the upgrade and the cost in gold. I have reworked the arrays and designed new update paths in order to adapt the CRA_Updater.slc to the SAP2 and increase the number of units that can be updated.
I am currently working on the arrays again to introduce a minor but very useful change in the updating process. The updater2 can easily be adapted to the Cradle mod though you would have to make a few changes as the units and update paths are different. Here is the link to the Update Thread:
ok, should have read the readme it says city enslavement has been removed. nevertheless i inserted martins new city enslavement code. it works fine so far. too fine sometimes, bloody revolts!
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