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
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference One way to compile the CtP2 Source Code.
Thanks for the many kind posts regarding my tileset, I'll make sure my co-conspirator Walter gets the news too.
Ideal tileset:
* original CtP2 tileset as basis
* keep the CtP2 swamps, I really like them, it's what swamps would look like when viewed from, say, a plane
* the forests I just showed you guys
* E's rivers and seas
* mountains, plains and hills from 'Ares de Borg's civ3 Terrain"
* grass based on CtP1's swamps
* either E's jungles, or the ones from CtP1
* the currently used tile imps, although I have found some extremely nice looking graphics for destroyed suburbs. If possible, I would like to use different graphics for destroyed suburbs for ancient, medieval and modern era, does anyone know if this is possible?
That's it, I'm sure I'm off topic now, so I'll better leave it at that.
I was playing my own game of AOM when I noticed that as the happiness falls the crime kills you. So it is better to zero all the sliders instead of squeezing one thing and losing massively (relatively) on the other 2.
I was playing my own game of AOM when I noticed that as the happiness falls the crime kills you. So it is better to zero all the sliders instead of squeezing one thing and losing massively (relatively) on the other 2
Very true. I had the habit of boosting production by adjusting the slider, only the notice afterwards that my production has actually gone down instead of up, just because crime was killing me.
So, in AOM, only use sliders to boost one of the three economic foundations (food, commerce, production) if you have a government that's good on reducing crime, and/or if you have sufficient city improvements to reduce crime.
Originally posted by Tellius
* either E's jungles, or the ones from CtP1
I used the ctp1 jungles before. Not bad but too spaced out. I can dig up the TGas if you want.
* the currently used tile imps, although I have found some extremely nice looking graphics for destroyed suburbs. If possible, I would like to use different graphics for destroyed suburbs for ancient, medieval and modern era, does anyone know if this is possible?
check civ3 stuff at civfanatics some people did nice ruins.
check civ3 stuff at civfanatics some people did nice ruins
Those are exactly the ruins I was talking about, do you know if it's possible to have different 'razed suburbs/destroyed suburbs' depending on era, E?
My game...
1680 BC found a city in a hut, disbanded and headed towards home country, I checked military upkeep, it seems we have plenty of room to expand, so I'm starting to build Phalanx and Mounted Archers (the only decent archers we have right now) to build a strong military. 1660 BC found some gold in a hut, I'm sending the slavemaster home, we have good relationships with the Macedonians, and getting some slaves from them is not worth the trouble it will cause. I eventually loaded the slave master on board of the coracle. It's better off combined with an army, slave masters take slaves in combat too - unlike slavers 1640 BC I'm beginning a bazaar in Misratah, this is our strongest city when it comes to commerce, so the bazaar bonus will have a strong effect in this city. 1620 BC I'm setting the new research to Masonry which will give Temple of Zeus among other things, I'm starting to build Work Camp in Selima just to get some production to switch to Temple of Zeus later on. I disbanded a nomad on potatoe os per Maquiladora's advice, but we already have all the advances we can get from potatoes, and I now checked, and it's the same story for Elephant, so I'm turning that nomad around to found a city in the mountains range in the north east of our empire. 1600 BC the first Phalanxes and Mounted Archers start to appear, they will form the backbone of our military. Since I'm planning on building a city in the mountains, we need units that can go there, so I'm starting hoplites/peltasts here and there. 1500 BC Temple of Solomon finished! I fail to convert the city of Bornholm. 1480 BC Hammurabi has died, the people are mourning! 1460 BC I started Olympics in Selima and Temple of Zeus in Misratah, I also convert workers into labourers in these cities to win the wonder race. I have a cease-fire with the Vikings, and establish an embassy there. I later get a map exchange request from the Vikings - which I accept. 1420 BC a plague in 3 cities! I started the Lighthouse of Alexandria in Tarabulus (we can always switch to another wonder later on), trade Horse Armor for Diagonal Brace with the Arabians, and found the city of Setif in the mountains.
The Byzantines didn't appreciate Tellius' keen insight that resulted in thwarting the Byzantines' plans to establish a foothold in those same mountains, and it is said that it was Byzantine gold that paid for the assassination of Tellius.
Not sure on the mountain city will check out your save later.
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference One way to compile the CtP2 Source Code.
Originally posted by Tellius
Those are exactly the ruins I was talking about, do you know if it's possible to have different 'razed suburbs/destroyed suburbs' depending on era, E?
I think it can be donne but it requires some slicing. I did add razing ruins in the AE (didn't fully test though) but didn't make it specific. I think I would have to add an available advance check like i did for city expansion.
@Tellius
Slic Code is already there (AOM_cityX.slc). And you must have a look into the Tileimp Text File.
But if I remember this right Stan did something with the Code so that only the Suburbs show up and no razed ones.
Not sure on the mountain city will check out your save later.
What seems to be the problem? Mountain cities will of course experience difficulties with growth, but they are easily defendable, and the surrounding terrain is good for production. Since wel already have a big Byzantine patch of territory more or less in our land, I wanted to hem them in as much as possible.
Karl V (Walter), I know what Stan did, and he did it to speed up the game, but I would like razed suburbs back, and, if possible, I'd like them era-specific, just like the suburbs themselves.
E, did you get my email? We have had the discussion in the past, you say you can import graphics into SpriteEdit, making Makespr.exe obsolete, but I can't find any command, keyboard shortcut or whatever to trigger an import window. File - new is grayed out, and Add is also completely greyed out. But since it turned out earlier that I also had an old version of TileEdit, I wonder if the same can be true for SpriteEdit. The files for download on apolyton, and also the ones on Stan's cdroms, seem to be obsolete. Maybe you can send me your - latest - version of SpriteEdit?
What seems to be the problem? Mountain cities will of course experience difficulties with growth, but they are easily defendable, and the surrounding terrain is good for production. Since wel already have a big Byzantine patch of territory more or less in our land, I wanted to hem them in as much as possible.
The terrain is only good if the city grows big though, it's gonna have to work 100% farmers for a while to get anywhere. Also that city puts us over the limit as well so it's costing all cities -1 happiness (or think of it as extra crime all over).
If the Byzantines had a city up in the mountains it'd be no trouble to us because they don't know how to grow them there so it wouldn't produce anything, it'd just be a burden for them.
Anyway I'm not gonna move it, it'll be interesting to see how it turns out now.
BTW I noticed we have two cities on Infrastructure and it seems really bad under City State, it only converts 20% production to PW. I'd save it for cities with nothing else to build.
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference One way to compile the CtP2 Source Code.
BTW I noticed we have two cities on Infrastructure and it seems really bad under City State, it only converts 20% production to PW. I'd save it for cities with nothing else to build.
I had no idea the way cities convert production into pw was also affected by government! Could you point me towards the values I have to consult in the GL to look this up in the future (I never really knew how to interpret the 'coefficient' values for the different govs, I usually only consulted the different values of the Empire Manager, maybe you could give some comment on the 'coefficient values also???)?
As far as the mountain cities, your observations are of course valid, yet I did manage to create thriving communities out of mountain cities. In my games, they usually are frontier cities, so I make sure to have slavemasters in armies that opperate there, you thus get many slaves into those cities after successfull combat, the radius of the city grows, encompassing plains and grasslands right next to the mountains. I plant some farms and advanced farms there, and I have a big city with good defence and many mines. That's how I did it in my last two AOM games, I did work there. In my very last AOM game, the only mountain city I have is now the no 1 wonder producing city, with the absolute maximum in production power. You do have to create such a city on the edge of a mountain range of course, to get access to the plains and/or grasslands bordering the mountains later on.
But please feel free to adjust anything, that's what this succession game is all about!
I had no idea the way cities convert production into pw was also affected by government! Could you point me towards the values I have to consult in the GL to look this up in the future (I never really knew how to interpret the 'coefficient' values for the different govs, I usually only consulted the different values of the Empire Manager, maybe you could give some comment on the 'coefficient values also???)?
Have a look in AOM_govern.txt, they're all fairly self-explanatory, but theres more details here too:
In my games, they usually are frontier cities, so I make sure to have slavemasters in armies that opperate there, you thus get many slaves into those cities...
That sounds like a plan. I do prefer cities to have at least 4 grass/plains on the inner ring, that way it becomes useful (unit building) sooner, but if we can manipulate the garrisons in surrounding cities (so they can't guard anymore slaves) we can direct all future slaves to this mountain city.
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference One way to compile the CtP2 Source Code.
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