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
You asked a question that I actually know the answer to! I certainly spend more time here getting answers than giving them. Hopefully, that will eventually change….
Basically, a captured slave will go to the nearest city that has enough military units available to “keep the slaves under control.” The original game (no mods) has set 1 military unit as capable of controlling up to three slaves. Thus, you can manipulate (to an extent) where your slave goes with a little planning before you attack. You direct the slave’s destination by temporarily moving military unit(s) out of all cities that are closer to the battle than the destination city and leave enough military support in the destination city. It is important that your military units have the ability to return into their cities (via roads, rivers, etc.) before the end of your turn to avoid a slave revolt - if they have slaves in them already.
If you are attacking from within one of your cities (with a slaver), then the slave will go to that city. If you don’t leave enough military units in that city after the attack, the slaves will revolt. I am sharing first-hand knowledge here…my city went to the Barbarians after the successful slave revolt in this type of situation.
Unfortunately, I do not know about SLIC. It seems possible to have a box come up and select the destination city each time you capture a slave. Or maybe just having the ability to move slaves between your cities would achieve the same goal?
I wish you well. I hope that I have given you something that is useful.
Thanks ETB, with the information from you I'm now better in slaves control, no more revolt. It's also a good strategy to boost up citizens to those lower populated cities.
Thats great, now I can increase the no. of slaves per military unit before they start to revolt. Usually my capitol get the most slaves and is most lightly to revolt.
Originally posted by Dreamer
Thats great, now I can increase the no. of slaves per military unit before they start to revolt. Usually my capitol get the most slaves and is most lightly to revolt.
This is a nice little bit of information..so when enslaving you remember this..or alter for scenario making
You asked a question that I actually know the answer to! I certainly spend more time here getting answers than giving them. Hopefully, that will eventually change….
Basically, a captured slave will go to the nearest city that has enough military units available to “keep the slaves under control.” The original game (no mods) has set 1 military unit as capable of controlling up to three slaves. Thus, you can manipulate (to an extent) where your slave goes with a little planning before you attack. You direct the slave’s destination by temporarily moving military unit(s) out of all cities that are closer to the battle than the destination city and leave enough military support in the destination city. It is important that your military units have the ability to return into their cities (via roads, rivers, etc.) before the end of your turn to avoid a slave revolt - if they have slaves in them already.
If you are attacking from within one of your cities (with a slaver), then the slave will go to that city. If you don’t leave enough military units in that city after the attack, the slaves will revolt. I am sharing first-hand knowledge here…my city went to the Barbarians after the successful slave revolt in this type of situation.
Unfortunately, I do not know about SLIC. It seems possible to have a box come up and select the destination city each time you capture a slave. Or maybe just having the ability to move slaves between your cities would achieve the same goal?
I wish you well. I hope that I have given you something that is useful.
I am wondering aloud, but since the slaves go to the nearest city with enough military units to support the "quelling" of rebellions, I wonder if it is possible to further alter the path of enslaved workers to another destination, like with "X" radius of a civ's capital?
Just wondering becaause the further one goes from a capital the increased unhappiness associated with distance from capital and empire size, ect.
Ok..maybe someone has an answer or maybe I will try some of Gramps Modding tries..
How, interesting info guys, thank you all, i have figured out some new things now...
You should have a look in all the files in the gamedata folder (ctp data/default/gamedata/)
There are text files that are very good for change, you just change few lines and it changes some useful things such as wonder.txt units.txt improve.txt but make sure you backup the gamedata folder before editing it, it's important...
If for example edit lines in wonders such as doubling the effect of the Primer (nanopedia) it could be useful, maybe also edit the lines of the units to make them more realistic, unlocking the C-17 transport as a stand-alone transport unit for those who like it, just change the lines in units.txt of C-17 from no_index (delete this one) and index 6 to index 3 that is where you can find the C-17 in the units list in the cheats, the 3 one is for airforce, and finally change can't build to land_city_can_build and put few prod pts to build it, it's done and u have a new unit to use in combat, u can also modify the movement and stuff... U can use easymod3.3 it does it for u in a nice interface...
Originally posted by Casey_Val
unlocking the C-17 transport as a stand-alone transport unit for those who like it, just change the lines in units.txt of C-17 from no_index (delete this one) and index 6 to index 3 that is where you can find the C-17 in the units list in the cheats, the 3 one is for airforce, and finally change can't build to land_city_can_build and put few prod pts to build it, it's done and u have a new unit to use in combat, u can also modify the movement and stuff...
I found a simple way by asking and J Bytheway responded HERE by simply removing the flag CANT_BUILD this will allow you to build the C-17
I further edited it in a scenario to carry 9 troops and fly longer
Comment