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.
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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
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Download the unit Updater2 for the Super Apolyton Pack v2.0
I have noticed something with this mod that can only be described as a bug.
I have a stack of units at a fortress i set the whole stack to sentinel some units in the stack upgrade to units which i do not yet have the technology for. I have witnessed this twice. Note it only happens when some units in the stack have a legitimate upgrade opportunity. For instance my cavalry upgraded to tanks but the artillery also upgraded to Mobile Sams. And not all of the artillery either just 3 units of it. Its a little strange to say the least.
Ar eyou sure it doesn't work with reloadslic? It worked for me just fine. It seems to take a few tries for CTP to figure out that you want to upgrade a unit, though. I had to sentinel a unit 10-20 times before the code seemed to take effect and ask me if i wanted to upgrade. After that it worked great.
Awesome feature, byt the way. this should have been in the game form the start. Now it really is CTP2 the way it should be. Thanks to everyone who made it possible
As far as I am concerned I have never encountered any problem like the one described earlier (or any problem at all actually).
The Updater2 is indeed a great mod, thanks again to Peter Triggs and Pedrunn, I even wonder how someone who has tested it can play without it. It can be adapted for any mod and works fine with the CtP2 SourceCode Playtest (and there is no reason why it should not work with the original game).
Here is the slic file modified so that you can upgrade an older unit without having to upgrade it several times in order to reach the latest level of improvement available (example: Hoplite to Machine Gunner). I have not yet tested the extended upgrade paths all along a full game but they seem to work adequately.
How easy is it to take data from a SLC file (and all its functions etc) and put in the source code? The functions should be the same right?
If anything taking the updater and actually making an update/upgrade button (and calculate cost based on the difference in shield cost times the x amount of gold) would be a very nice add-on feature in the next CTP2:AE playtest.
Originally posted by E
How easy is it to take data from a SLC file (and all its functions etc) and put in the source code? The functions should be the same right?
Unfortunately I can't answer as I know nothing about the CtP2 code.
If anything taking the updater and actually making an update/upgrade button (and calculate cost based on the difference in shield cost times the x amount of gold) would be a very nice add-on feature in the next CTP2:AE playtest.
It would be great, I think that the Updater2 should be a default feature of CtP2.
"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill
I am using an earlier version of Peter's code, one which also includes the optional update, and have never had a problem. I can specifically recall selecting a unit in a group of units, hitting sentinel, the units in the stack of the type I hit and any other eligible for an upgrade, do so, but not if they are not eligible. The upgraded ones become ungrouped from the stack.
Eg, Heavy Swordsman to Phalanx and slinger to archer at the same time.
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