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It seems I can't "pirate" foriegn trade routes with land units now that I've loaded Awesome Apes, was that intentional? I tried with a phalanx, pikeman, knight and horse archer, but it took a ship to finally get rid of it....
Mark
You mention a horse archer so I assume you use either CD's mod or the Apolyton Pack which includes CD's mod. CD changes it so that no longer all units can pirate. I don't remember exactly which units can pirate, but you can find that in CD's readme.
Yes, I have the A-pack installed as well, didn't notice the problem there but it wasn't long after that I loaded awesome apes.
Thanks for the direction on where to look, must be at least a dozen readme's on ctp now (ugh).
Can't say I understand overland trade routes being immune to pirating, somebody needs a history lesson. ;-)
Mark
In the last 1½ week, I've played 2 games (as usual not to an end).
Here is my comments:
Terrain:
I like most of it. Nearly everything. I have changed rivers (lengths), diamonds (value higher). What I do NOT like is, that you are able to move through swamps just as through plains. The costs for building roads/railroad/mavleg are too cheap (I have not changed that).
Sounds:
As I have wrote before: More sound to launching "space shuttels" - something like the landing sound". What we have sounds like between a rifleshot and a "young girl" trying to get off too much "air".
Units:
None - except that the new graphics are just....................... They are GREAT!!!!
Special "linespace" for that!
I have seen - believe it or not - a babarian settler!!! Well - he didn't settle, just walked around and at last got killed by one of the other AI player. But I watched him - funny - he acted as a kind of spy. I don't know where he came from - but it was new to the game.
Diplomacy:
The peaceful nations are just a little too peaceful. It's hard to me to attack them. It's much easier to go for the violent and slavers.
Special attacks:
NONE!!!! That must be changed.
Combat:
The Babarians are much more strong. In my last game, 2 middle-power-civs got into revolutions (and formed new civs) as their capitols falled into the babarians hands in thun 100-120. As a matter of fact: By year 2060 (plus/minus a year or two) I have "seen" 21 civs in a game "designed" for 11 (+ the babarians as the 12th) of those was 6 falled by attack by babarians as far as I could see. Their ability to use (and get) SiegeEngines in the first 50 to 200 turns are just marvellous. I just survived using the +<3> and the +<$> combination a couple of times (or more) when exploring "goody huts" (goody: My a.. - it was real cheating, but the other choice was re-starting).
Others:
And again, believe it or not: A babarian unit EXPELLED ONE OF MY SETTLERS!!!!!!!!!!!!!!
Pollutions:
It has been reduced too much. Launching should give something between the new value and the default (m'be 20%-40% of the default). And the disasters should be changed from 3 ozone and 2 flooding to 2 ozone and 3 flooding. Reason: I like the flooding better than the ozone disasters. Just personal.
More to follow (m'be).
[This message has been edited by TheBirdMan (edited December 26, 1999).]
[This message has been edited by TheBirdMan (edited December 26, 1999).]
First they ignore you. Then they laugh at you. Then they fight you. Then you win.
Thanks for the feedback, TBM.
Are you playing with the Medieval mod 2?
As far as the Swamp changes, that is part of the True Terrain mod. I wanted to either eliminate Swamps, or drastically reduce their appearance in the land. I ended up making their characteristics identical to grassland, for reasons detailed in the Terrain readme.
The Barbarian behavioral changes weren't part of the public edition of the mod, but since you also have an earlier edition of the Aips, the changes will still be in place. You can replace the barbarian-related files with the originals if you want to, or just leave them as is if you like the changes. Leaving them out was a judgment call, and continuing to use them will have no adverse effects on the game.
Under the current diplomacy settings, friendly civs probably will not attack you with special units. Personally, I think this is a good thing. If you want to, you can open the defaults aip, and set the special attacks priorities back to their original settings. The ones I changed are denoted by "WW", along with the original settings.
This may get the AI to launch more attacks upon you, especially the unfriendly civs.
You may need to speak with Nordicus about the strength of the Barbarians. You may be using some of his personal files. (He likes hordes of Conans running around in his games.)
Our pollution changes are detailed in the Med mod readme, in case you want to alter them.
You can pop over to Morgoth's new units thread to congratulate him on the new graphics.
Hi all, I hope someone can help. It's probably just me being stupid, but I've been away from CTP for a while and it's this mod that's brought me back into the fold. At least, that's the theory...
I gave up on CTP first time around because of the problems with scenarios, the loading & saving problems, and so on. So this time I thought I'd reinstall the game with all the original mods I used to use, and ignore the scenario function. Plus I thought I'd try out Awesome AIPs (which does, indeed, sound awesome).
So I installed in the following order:
Civ CTP (doh..!)
Patch v1.2
CD's mod v4.22
The graphics pack for CD's mod
Harlan's graphics mod
Awesome AIP's (the version for CD's mod)
Now when I try to run it I get a whole heap of errors along the lines of:
script.slc - CONTROLPANELWINDOW_TERRASWITCHES_DESERTS not found in string databse
plus a load of other terrain-type errors.
I assume either I've installed something wrong (although I've double-checked installation instructions) or something is incompatible with something else. I'm sure I used to use CD's mod and Harlan's mod together in the "old days".
Can anyone help? I'm itching for a game of CTP now!
Go to the CTP-Help section and search for old threads about CD's mod. There has been 4 or 5 threads explaining how to fix this.
The problem is v4.22 of CD's mod is no good. He tried to make it CTP v1.2 complient but left out some of the new v1.2 CTP files.
You have to cut & paste the v1.2 info into one of CD's files but I don't remember exactly which one anymore.
A better solution would be to install the Apolyton Pack instead of CD's v4.22 Mod. It has lots of goodies including PowerSLIC which is a must. If you don't want to deal with scenarios, install everything in the default CTP structure instead of the scenario structure.
------------------
Don, Apolyton Junkie
[This message has been edited by skorpion59 (edited January 09, 2000).]
The file that you need to fix for CD 4.22 is help_str.txt. If you look in the CTP help forum there are some threads dealing with this problem. I think one of those contained the lines that have to be pasted in help_str.txt.
You can correct those messages by changing the value of DebugSlic in userprofile.txt from no to yes. Now all messages should be displayed fine.
(You can find this file in the *your ctp dir*\ctp_program\ctp directory and the DebugSlic-statement is near the bottom of the file.)
Thanks guys, that's done the trick. I said I'd been away for a while :-)
I've installed the Apolyton Pack plus AIPs and decided to put up with the scenario problems.
All works fine, but some of the messages are a bit strange. I seem to be getting variable names instead of values for things like city name and population size, but only in certain messages. I guess this is either something to do with PowerSlics or AIPs.
Was this fixed too? I can't find any references to it but I might be looking in the wrong place.
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