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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
When you automate a unit, does that mean it decides what to do based on what it is and what's around it, or does it mean that it is played with as if the AI of your faction was put in charge of it?
I think it plays as if AI was playing unit. This is a line from debug log file when you automate unit and it attempts to fire on units. The 144 is unit id of artillery, dunno what other two bits mean.
I must admit that I have looked at the Auto former from my perspective, but if improving that for the AI, it could actually boost the AI and give more "interesting" games
With or without religion, you would have good people doing good things and evil people doing evil things. But for good people to do evil things, that takes religion.
Well, it's actually a two problem bug. Setting the global gets it to access artillery code and I think this part is bugged with an incorrect conditional check in AI code. This will stop automated artillery from freezing regardless if there is an air unit or not. If global hasn't been set before (first time you load a game after starting exe), game will lock up.
Second part is like I said when you try to target an air unit. If there is an air unit alone with no ground troops below it, the game will go into that infinite loop I described above.
All in all, don't automate artillery units for now.
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