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
In Civ 4 I can't create an arid tile then overlay rocky/rainyness/height. There's no implementation for that, which I know about.
By overlay I was suggesting that moisture be considered as another type of terraforming. One present in a tile depending on its position relative to water sources (sea, condenser, river). It wouldn't be a type of terraforming that you would be able to build.
I was also suggesting that rockiness would be a part of the "blend" files.
Whats your opinion on how good the heightmap files will be?
OK, I simply cannot get the heightmap tests to show up in Civ 4 now. I tried deleting the Civ 4 Cache file. But that isn't helping this time.
I think this is the folder that has several subfolders including flats and hills.
assets -> art -> terrain -> heightmap
The flats folder has files flat1_1-flat1_7. These image files are all flat dark-grey. They're used for, well, the flat terrain types (grasslands, plains, tundra).
Now in the Hills folder there are many more types. There's hill1_1-hill1-15 (linking pieces), and then 'hill_01_#' (where # is a number)->ect (variations). These files are used when linking adjacent hills.
In my original heightmap test above I took some of the hill files and renamed them flat. Then I added solid areas of lightness which is why my first try above was so jagged looking. Something I can't remember is if I replaced the "flats1_#" files, or, if I added additional files using the "flats_01_#" type. I think there's a differance between the "1_1" files and the "_01_01" files. I can't seem to test this out right now though.
Don't rule me out when I'm losing. Save your celebration until after I'm gone.
wgabrie, I did a quick test using your new textures and I was particularly curious as to how the recolored (fungal) tundra looked. The new color is quite, hm, outstanding
Here's a screenshot to compare with previous textures.
Overall, it looks quite good. The xenotundra is indeed, interesting. Looks more like a kind of pink desert than a xenofungus mat.
SMAC/X FAQ | Chiron Archives The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw
The fungus looks too "dense" IM(H)O. Overall nice though.
I gather that a specific tile-type (tundra thus) is used for fungus? Isn't that asking for trouble later on? I would have expected that for instance jungle could take the place for the fungal overlay of a tile?
He who knows others is wise.
He who knows himself is enlightened. -- Lao Tsu
1. This mod I made so size can be made. I want to add the ability to make a map like Atlas does but use the mod
2. While in the MOD make a PBEM and save. This is in the Civ4 format so.
3. Use Map View to edit the terrain and place resources and starting positions etc.
You have two choices in life; Explore and learn or Vegetate.
There is a reason for everything.
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