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
Hasn't it struck anyone as funny that the sound a unit makes stays the same as it crosses different types of tyles? I would like to see/hear my units *slosh* through the swamps and *crash* through the trees.
Hey cool idea, I don't know if anyone is going to make a mod for this feature but I'm pretty sure if someone wanted to do this they would have to use slic for it.
Why wouldn't it work?
There's a function called PlaySound() and there's a variable called unit.moved, so as far as I can see there's no reason why it shouldn't work. It would take up quite some system recources though, activating a trigger and playing a sound every time a unit moves.
It wouldn't work, at least on a space by space basis, because the playsound slic is asyncronous. There is no way to syncronize it either.
At the very best case you could play a sound at the beginning of the move, but then it would be played at the same time as the default one drowning it out.
Theoretically you could make the default sound a silent one, but this seems to be getting awefully messy for not much gain.
[This message has been edited by TheLimey (edited June 27, 2000).]
There's already a default sound? I should play with the sound on moreoften
(normally I don't since my game is slow enough as it is on a P200)
Yes, you're right. If the default sound can probably be made either a silent sound or IDLE or NULL, which means there is no default sound. But as you said, making something like this work would be awfully messy and resource-demanding for such a minor improvement (as far as it's an improvement at all).
Comment