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This keeps occuring in a scenario I converted from Civ2 MGE to ToT. It doesn't happen when I put the Rules.txt file in the folder, but it does happen when it's in there. Obviously I need that Rules file, so...any suggestions or insights? Thanks.
It doesn't happen when I put the Rules.txt file in the folder, but it does happen when it's in there
I am not sure that I understood the above, but that's the classical message that appears when there is a formatting error in rules.txt (a missing comma...) or an entire part of the file is missing.
I'll take a close look at the Rules file and see if I messed anything up then...since this was originaly a CIv 2 MGE file, is it very different from ToT in terms of whats actualy in the rules file?
00000000; bitmask for goodie huts, right bit =map0, 0=no goodie huts
Is that correct?
If not, how do I fix it?
Short of that, here's the rules.txt file, you tell me if I have made any gaping mistakes. I wouldn't dare ask you to look for needles in my haystack such as missing semi-colons or commas. Just any big oversights I may have made. Thanks
;
; CIVILIZATION GAME DATA 8/6/98
; Copyright (c) 1999 by MicroProse Software
;
; This file can be altered at your own risk to change
; the rules of the game. Keep in mind that altering the
; contents of this file may cause your game to malfunction,
; particularly if you use values outside the specified
; ranges.
;
;
; Cosmic Principles
;
; The following numbers control various key rules
; of the game. GREAT discretion is advised if you
; opt to change these. Values too far out of the
; expected range can cause the game to behave strangely.
; All values entered in rules.txt are bounded by +/-127.
; However, this does not mean that all numbers within this
; range will work properly, for example, unit costs must
; not exceed 17.
;
@COSMIC
3 ; Road movement multiplier
2 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2 ; # of food each citizen eats per turn
10 ; # of rows in food box (rows * city_size+1 = box)
10 ; # of rows in shield box
1 ; Settlers eat (govt <= Monarchy)
2 ; Settlers eat (govt >= Communism)
7 ; City size for first unhappiness at Chieftain level
14 ; Riot factor based on # cities (higher factor lessens the effect)
8 ; Aqueduct needed to exceed this size
12 ; Sewer System needed to exceed this size
10 ; Tech paradigm (higher # slows research)
20 ; Base time for engineers to transform terrain (x2)
3 ; Monarchy pays support for all units past this (max 8)
3 ; Communism pays support for all units past this (max 8)
8 ; Fundamentalism pays support for all units past this (max 8)
0 ; Communism is equivalent of this palace distance.
50 ; Fundamentalism loses this % of science
50 ; Percent shield penalty for production type change
10 ; Max paradrop range
75 ; Mass/Thrust paradigm (increasing slows spaceship time)
5 ; Max effective science rate in fundamentalism (x10, so 5 = 50%)
1 ; Value of each citizen to the Civilization Score.
20 ; Value of each wonder to the Civilization Score.
1 ; Reward for landing on A. Centauri first = this multiplier*(# of habitats)*(prob. of success)
-10 ; Cost to Civilization Score (+ or -) for each extant non-AI controlled polluted tile.
1 ; For each turn of peace after turn 199, this amount *3 is added to Civilization Score.
5 ; Value to the Civilization Score of each future tech researched.
0 ; Penalty assessed to Civilization Score each time player betrays another race.
0 ; Cost to Civilization Score (+ or -) for each unit destroyed.
00000000; bitmask for goodie huts, right bit =map0, 0=no goodie huts
0 ; Helicopters pick up huts 0=no 1=yes
;
; Civilization Advances
;
; Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
; Ai Value = Basic value at which computer players
; view this advance (used in determining
; which discovery to pursue, which to
; acquire during exchanges, and value of
; gift during diplomacy).
; Modifier = Modifier to value based on the "civilized"
; aspect of a leader's personality. Positive
; values increase value for civilized leaders,
; decrease it for militaristic. Negative
; values vice versa.
; preq1, preq2 = Prerequisites
;
; Epoch = historical period
; 0 = Ancient
; 1 = Renaissance
; 2 = Industrial Revolution
; 3 = Modern
;
; Category = Knowledge category
; 0 = Military
; 1 = Economic
; 2 = Social
; 3 = Academic
; 4 = Applied
;
;
; Above 11 tech slots (U1 to X8) allow you to define your own
; civilization advances if desired. Supply the name, the AI
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc.
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;
;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil, ; Storage Bay
RR, ; Jedi Gardens
Fli, ; Vader Momument
Mag, ; Galactic Telemetry
no, ; Great Library
The, ; Jedi Pilgrimage
Met, ; Wall of Hope
Mob, ; Jedi Academy
Ind, ; Resource Rationing
Cmn, ; Diplomatic Headquarters
nil, ; Jedi Movement
nil, ; Planetary Studies
nil, ; Efficient Fuel Useage
nil, ; Jedi Promise
Aut, ; Droid Retrofit Center
nil, ; Droid Distribution
nil, ; Xenobiological Studies
nil, ; Sand Traders' Support
nil, ; Salvage Scans
nil, ; Senate Influence
no, ; Eiffel Tower
nil, ; Vader's Image
nil, ; Universal Generators
nil, ; Atomic Weaponization
nil, ; Senate Control
nil, ; Complete Star Maps
nil, ; Hidden Research Facility
nil, ; Battle Resort
;
; Unit Types
;
; until, domain, move,rng, att,def hit,firepwr cost,hold, role, preq, flags
;
; until = Civ advance which renders unit obsolete
; Move = Movement rate (spaces per turn)
; Range = # of turns fuel carried (0 for non-air units)
;
; domain = Movement domain of unit
: 0 = Ground
; 1 = Air
; 2 = Sea
;
; att = Attack factor (chance to score hit attacking)
; def = Defense factor (chance to score hit defending)
; hit = Hit points (damage x10 which can be taken before elimination)
; firepwr = # damage points caused per hit scored on enemy.
;
; cost = Cost (# of shield rows, usually of 10 shields each)
; hold = # of holds on ship (for carrying units)
;
; role = AI role (Generally affects the way in
; which computer players use the unit, but
; roles >= 5 will actually affect abilities
; of the unit)
; 0 = Attack
; 1 = Defend
; 2 = Naval Superiority
; 3 = Air Superiority
; 4 = Sea Transport
; 5 = Settle
; 6 = Diplomacy
; 7 = Trade
;
; preq = Prerequisite advance
;
;
; Note: the above 11 unit types (extra land, ship, air, and test units) are
; available for user defined unit types. If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached. Use if you want to create your own unit types
; without sacrificing any of the predefined units. Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units. But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task. The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units. These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft, nil, 2, 8.,0, 0a,1d, 2h,2f, 7,1, 4, MP, 000000000000000
;
@ORDERS
Fortify, F
Fortified, F
Sleep, S
Build Fortress, F
Build Road, R
Build Irrigation, I
Build Mine, m
Transform, O
Clean Pollution, p
Build Airbase, E
Build Transporter, j
Go to, G
@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity
; A) 'tribe may build' mask: 0 - can't; 1 - can
; B) 'not allowed on map' mask: 1 - not allowed on map
; C) minimum bribe amount: n - minimum bribe; 0 - don't care; -1 - can't bribe
; D) 'build transport site' mask: 1: can; 0: can't for each site type
; E) 'use transport site' mask: 1: can; 0: can't for each site type
; F) native transport ability: 1: can; 0: can't for each map relationship type
; G) General flags
; 00000001 invisible until attack: 1 - invisible
; 00000010 non-disbandable (human players only): 1 - cannot disband
; 00000100 0-range-air-unit damage override: 1 - override damage
; 00001000 barbarian units can't be bought off: 1 - can't buy off
; 00010000 impassable terrain override: 1 - override impassable terrain
; 01000000 barbarian unit will not expire: 1 - no expire
; 10000000 override .SPR file for this unit: 1 - don't use .SPR
@SOUNDS ; Settlers ; Engineers
SWORDFGT.wav ; Wookies
SWORDFGT.wav ; Ewoks
SWORDFGT.wav ; Jawas
SWORDFGT.wav ; Bounty Hunters
SWORDFGT.wav ; Combat Droids
INFANTRY.wav ; DefenseTurrets
MCHNGUNS.wav ; Mercinaries
INFANTRY.wav ; Laser Turrets
INFANTRY.wav ; Hoth Beasts
INFANTRY.wav ; GunganWarriors
MCHNGUNS.wav ; Swamp Beasts
MCHNGUNS.wav ; Adv.BtyHunters
MCHNGUNS.wav ; Pods
SWRDHORS.wav ; SandTransports
SWRDHORS.wav ; Elite Soldiers
AIRCOMBT.wav ; Elite X-wing
SWRDHORS.wav ; Death Star ; Knights ; blH ; Cavalry
MEDGUN.wav ; Luke SKywalker
CATAPULT.wav ; Mobile Turrets
BIGGUN.wav ; AttkTransports
FIRE---.wav ; Trln. Fighters
BIGGUN.wav ; ArmoredCarrier
AIRCOMBT.wav ; Starships
AIRCOMBT.wav ; Starfighters
AIRCOMBT.wav ; Tie-Bomber
JETCOMBT.wav ; Y-Wing
BIGGUN.wav ; V-Wing
BIGGUN.wav ; Transports
BIGGUN.wav ; StarNavigators ; Galleon ; Frigate ; Ironclad
JETCOMBT.wav ; Tie-Defender
HELISHOT.wav ; TieInterceptor ; AEGIS Cruiser
NAVBTTLE.wav ; Star Destroyer
TORPEDOS.wav ; Cloaked Ships
BIGGUN.wav ; Carrier
BIGGUN.wav ; StarTransports
MISSILE.wav ; Missiles
NUKEXPLO.wav ; Galactic Msl. ; Sand People ; R2 Droid Units ; Sand Traders ; HeavyTransport ; Explorer
CUSTOM1.wav ; Darth Vader
CUSTOM2.wav ; AT-AT
CUSTOM3.wav ; X-Wing
EXTRA1.wav ; Probe Droids
EXTRA2.wav ; Rebel Soldiers
EXTRA3.wav ; Storm Troopers
EXTRA4.wav ; Naboo Fighter
EXTRA5.wav ; AT-ST
EXTRA6.wav ; Mlnm. Falcon
EXTRA7.wav ; Han Solo
EXTRA8.wav ; Tie Fighter ; New Unit i ; New Unit j ; New Unit k ; New Unit l ; New Unit m ; New Unit n ; New Unit o ; New Unit p ; New Unit q ; New Unit r ; New Unit s ; New Unit t ; New Unit u ; New Unit v ; New Unit w ; New Unit x ; New Unit y ; New Unit z
@RIVERS
River, ; map 1
River, ; map 2
River, ; map 3
River, ; map 4
The most common problems with rules.txt are:
* commas in the wrong place
* the short version of techs being mispelt (eg a capital being used insteasd of lower case and vice versa)
* the tech tree not working (eg missing prerequists, etc)
A good solution is to 'rebuild' the rules.txt file by copying and pasting the new rules onto an original 'clean' copy of the file.
Do this one chunk at a time untill you find what's going wrong (eg, copy the tech tree only onto a clean copy, load the game, and if this works then your problem isn't in the tech tree but elsewhere, so move on to, say, the units and so on)
Hope that helps
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