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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
Ganja, I'm sorry but your script.slc works fine for me. I really don't know what the cause of your problem is but it looks like it's something system-specific. Do you have access to any other computer where you could also run CTP and see if you get the same problem?
You're right. I just tried and the game will crash if I bombard after moving two or three squares. If I bombard after moving one square or not having moved at all everything works as it should.
[This message has been edited by Paul (edited June 16, 2000).]
Like I said in my previous post, it is a timing issue. The problem is Locutus' trigger requires 2 fuel to work correctly (actually bombardment takes 2 fuel). So, as long as you bombard with 3 fuel, you are okay. If you move around first and then bombard with 1 or 2 fuel, it will crash. Also, Locutus' trigger only fires off when you bombard a unit. If you are bombarding an empty city, it won't trigger thus you won't get an error. I upped the fuel to 6 and the game no longer abends. Of course, if you hit an empty city, the missle doesn't disappear either. The 'single use' entry only works for attacks not bombardments so that is of no use. Possibly a second trigger option could be found to delete the missle if it doesn't bombard a unit. Personally, I use my missle as a missle and attack with it. In any case, I need to know what direction this problem is going to go towards before I can continue with the maps. Wes, how are you going to handle this? Leave it as is or look for another solution?
This problem is not specific to Ganja. When I was testing it to find out what was going on I could recreate the problem an endless number of times. Change the fuel setting in units.txt, drop some cruise missles into a game at different spaces from the target and prepare for some crashes. And while we are at it why is the fuel setting 301 and not 300?
To me, the original problem was a pretty rare occurance, since it only happened when you attacked from less than two spaces away. That, and the fact that it is not an AI problem, but only a human problem, since the AI doesn't use Cruise Missiles.
Since the fix seems to be causing more problems than the original bug was worth, I am just going to delete the fix from the script. As I said before, if people want to cheat, there are much better ways of doing it than exploiting this particular bug.
Hold on WesW, I thought the bug had been fixed by upping the fuel levels to 6, ok it is not killed of when attacking an empty city, but it no longer crashes the game surely that means the bug is fixed.
Is there anyway of getting the AI to use the cruise missile???
Thinking about it, I mis-read Don's post initially. I confused fuel and movement points, and thought that the game would still crash. Well, it's not worth holding up the maps, and thus the release of the entire modpack, for this one thing. I noted above that it is a human player problem only at this point.
Woodster, if you want to experiment with the Cruise Missile, you can probably give the AIs some, and see what they do with them. I am sure that the missile can be added to the aip unit lists, so that the AIs will build them. If you get some good results from your experiments, I would be happy to include it in the med mod 4, which will focus on 20th century units.
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