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.
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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 johndmuller
I found a couple of more things that seem to be a little more significant.
I thought that saving the spreadsheet would let me return to it later so that if I save the version that had a particular PBEM's techs already in it, it would let me pick up where I left off when the next tech choice came around without having to enter in all the techs again; but there seemed to be some problems with that - perhaps there is some initialization routine or something, but it loses some stuff, for example, the ability to unload the last tech, but not just that.
Regarding undoing techs, there seemed to be several problems with that too. Particularly if it were a previously saved file, but IIRC, some of this stuff was problematic in a new file too - the various remove buttons do not always work properly, all three kinds, the "all", the "most recent" and the "specified". It seemed to be losing track of what &/or how many entries were in there. In addition, it hassled me about clearing the tech cells manually too, as they seemed to be protected or locked or something.
Just so it doesn't get lost in the negative stuff, I still think that this is a very fine and useful spredsheet .
That's probably got something to do with how Excel handles the variables in the macro code when it's closed. I suppose it resets the variables, so I'll have to store them in a cell somewhere in the actual spreadsheet. I'll look into it during the weekend.
OK, I didn't wait until the weekend after all. I hope the problem johndmuller mentioned is fixed now. I also added explanations for the columns (they're in the comment in cell A2), and a new sorting order "Reverse order of research" that has the newest technology on top.
Once again, comments and suggestions for improvement are welcome.
What is this 'mod 3' stuff? It's nothing to do with 'mod' in the mathematical sense, is it? Since all values are positive integers anyway that would not make any difference.
It's in the mathematical sense that I use the mod (modulo) 3, which means dividing the number by three and taking the remainder. This essentially separates the integers and thus the techs in the game into three groups, depending on whether the remainder is 0, 1 or 2. Some simple examples:
Originally posted by Jac de Molay
It is kind of weird. I just started to play with directed tech, and noticed how quickly it throws up some pretty serious mid-game techs, but it takes a while to get the prereqs for Env. Economics, which is my personal "holy grail"
Oyah.
I am timotheus4 of SimCity 4 fame, recently discovered the wonder of Alpha Centauri and EU2!
Ok I was using the last version to look at beeline to IA for Gaians (SMAX). I set slot number to be 1. Is it correct? It didn't give me IN as first available tech and I seem to remember you'd get both IN and IB as first available choice.
Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Originally posted by HongHu
Ok I was using the last version to look at beeline to IA for Gaians (SMAX). I set slot number to be 1. Is it correct? It didn't give me IN as first available tech and I seem to remember you'd get both IN and IB as first available choice.
The slot number depends on that particular game, so I don't know if it's correct. To be more precise, the slot numbered is determined from the order of the seven factions you choose when starting the game.
IIRC, the chart doesn't list all the techs as available when you choose your first tech. However, usually it's the case that all techs are available for choosing when you choose your first tech. There are some exceptions to this, especially if you're playing a MP game created by a CMN.
So basically, the first tech choise can very well be in different in the game than it is in the chart. It should also be noted that the slot number seems to differ in some CMN started MP games, so the best way to use the chart is to select a slot number that gives you to the same choices that you see in the game when you are making your second tech choice.
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