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When modifying Terrain.txt is there any other file{s} that needed to be tweaked?
I am speaking of basic altering such as increasing food amounts or even production amounts?
Only the goods.txt and the tileimp.txt influence the terrain boni in addition. If you want to have your alterations reflected in the Great Library that you have to write knew Great Library files. If their names differ from the default ones then you have to modify the according *icon.txt's. If your new GL entry file replaces one of the old entries then it shouldn't be any problem to store these files in the ..\english\gl\ folder with the *.zfs file. Unfortunatly I don't know if these files should be in the default directory or can be stored in an according scenario subdirectory. If it has to be the default directory then you have select own names in order to preserve the compartibility with other mods and scenarios.
The GL files must go in the default directory. The convention seems to be to change the 3rd and 4th letters of each file name to be unique to your mod. e.g. In the MedMod preqa066 becomes prmma066.
Last edited by J Bytheway; October 31, 2002, 17:27.
I just altered the basic 0/20/5 setup to increase the food allowed for mountains and hills to I believe 5/20/5.
But, I did alter the ships to move more as well as settlers move more.
I believe I either 2/3rds increase or 3/4ths increased movements of those units.
Originally posted by Troll
I just altered the basic 0/20/5 setup to increase the food allowed for mountains and hills to I believe 5/20/5.
But, I did alter the ships to move more as well as settlers move more.
I believe I either 2/3rds increase or 3/4ths increased movements of those units.
Maybe that werent such a good idea??
If you're saying that because you're worried about the GL stuff - don't be. Since I assume you're the only one using this mod you needn't worry about the GL.
If you're saying that because you're worried about the GL stuff - don't be. Since I assume you're the only one using this mod you needn't worry about the GL.
I am, so are there any limits on the movement amount, I put the battleship to 1000 and the Plasma Destroyer to around 1500 and the Calvary & Knight increased somewhere around 2/3rds..any reason this shouldnt work??
Not that I know of, but I've never known such large movements being tried. If it causes problems, perhaps you should reduce the movement cost of water tiles rather than increasing the movement of the ships?
Originally posted by J Bytheway
Not that I know of, but I've never known such large movements being tried. If it causes problems, perhaps you should reduce the movement cost of water tiles rather than increasing the movement of the ships?
OK
I'm into turn 55 I think now and all is well and will keep you posted, but already I feeling fairly comfortable....will keep an update!
Originally posted by Troll
I am, so are there any limits on the movement amount, I put the battleship to 1000 and the Plasma Destroyer to around 1500 and the Calvary & Knight increased somewhere around 2/3rds..any reason this shouldnt work??
I guess you mean the number behind MAX_MOVEMENT in the unit.txt and not the number of move points that the player see in the game. Such a high number for the MAX_MOVEMENT flag is not a problem there are also other units with such a high number. Technically there is a limit for the number of move points but as it looks it is so high that it is unlikely to reach it.
Oh, yes - I had forgotten about that factor of 100 difference - in that case your values will be fine. The limit is likely to be 32767 or thereabouts (Maybe 30000...)
Originally posted by J Bytheway
The limit is likely to be 32767 or thereabouts (Maybe 30000...)
That limit would mean negative numbers as movement rates are also supported, actual this doesn't make sense, but whoever knows if they used unsigned ints or in their laziness just ints. So the limit could be also 65535 or something like this, if they used unsigned ints for that flag.
IIRC, I had asked once before..many moons ago..about the Leviathan..if I remember it had a movement of about 10..and that would roughly equate to 1 turn.
I have severeal set up toward 1500..just seemed more realsitic..at least in TROLLDOM
So, I am deducing that you could simply reduce the movement points here, versus individual units movemets and does anyone think that this should cause a problem??
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