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
IIRC, in CTP1 there was going to be a cow unit that you could graze on land near your cities to increase food production. You had to watch out for rustlers though.
Unfortunately, they had to take it out of the game when they discovered that you could surround you cities with these cows and prevent spys (and planes, I think) from attacking. It was called "The Wall of Beef Defense".
i get the feeling the producers of this game did not do a very good job. so many bugs and flawsm poor ai needs a total overhaul. i hope if ctp3 ever comes out acitivision under westwood will make the game miles better.
i've urently conquered the mongols on my game, japan has at last surrendered to my mighty armies!!!!
India and russia are licking ther wounds i will build the larhest army the world has ever known hahahaha!!!!!
Great mods such as Cradle or Apolyton ---these will give you a good fight .On the higher levels it takes between 70 to 80 percent of the game before you can have your way with the AI.
The real problem is -when you get to the modern age the units with long range such as -sea units and air units are to much for the AI.
I think Call to Conquest does the best job as far as air units go. But for example a 12 stack of battle ships could wipe out most units in any Ai city. Making it easy to capture with other units and you can get away with many attacks like this.
I have changed the numbers in CTC_DiffDB text file for -production -technologe-gold-the same as Apolyton.Should give you a stronger AI'.Also changed the time for the AI to think. In Const text file -changed to 35000 from 3000 , The line is AI_TOTAL_TIME_SLICE (in milliseconds) this seems to help.
Been keeping track of CtP2 forums for awhile now.
Seems this mod is the first to deal with the modern age warfare. This is where I would begin to over take the ai.
Do you have a downlode site for just the texts of the game.
Like many im into tweaking game files. This mod should be looked over by those who are working on the code. May help in reaching the next step a AI thats good and balanced in every age in the game.
Can you beat this mod on the impossible level?
If so what percent of the game turns does it take till your in 1st. place?
Do you have a downlode site for just the texts of the game.
Afraid not. Most of the 15megs in the zip are sprites and pictures. Now that we've got the source we ought to be able to organize the sprites better so that people don't have to continually re-download them.
Can you beat this mod on the impossible level?
Actually I haven't had a chance to play the mod since last summer. There were other things I was working on (like reforming Fascists into Marines so that when a civ changes out of Fascism they don't suddenly become militarily weak) but since November I've been struggling with the source code.
Have done some tweaking on the Fascist unit as well.
Removed Goverment Type in Units Text.
Has Advance Fascism next
obsolete Advance Mass Media
Will let the Ai keep buliding these units even if it changes goverment.Mass Media ---it was the media (news reels) that reveled the evils of Fascism.Also by this time in the game the next unit to be build is Machine Gunner-a perfect replacement.
Great job on the mod. I have played a few full games of it, and the first one was one of the best games of Civ I have played in a long time.
However, there are two major things.
ONE - Bombarding is the answer to a quick conquest, and once the ball is rolling, even with the Surrender ratios on 5:1, you can bombard the coast and invade with one unit, and they surrender.
TWO - I have been playing with more than 8 civs, and I don't know if that is why, but I have noticed the AI is having a hell of a time keeping cities from revolting. For example, I was the Mayans, and there were three other Mayans at the same time. Four Irish over the course of the game, and so on. The game crashes with the message that there are more civs than defined. (Can't remember the exact message, but that is what it says.) Can't the AI put an entertainer or 5 in a city when conquered. It might help their economy if half the cities weren't revolting EVERY TURN. I do mean every turn. A city will go barbarian, then the next turn conquered by the original civ. Next turn, American, then over to Mexican. It doesn't stop until you capture it and employ a few entertainers.
Other than that, I loved it. I mean that. I really hope there is an answer for why this keeps happening. Because the other aspects of the tech tree, and units are great. The military leader/hero, is a great feature as well. Finally someone increased the max number of cities. Brilliant.
heres another tactic to try out on coastal cities, idid it to the french on the world map. simply target coastal cities with ship/bombing i successfully devastated there entire army with 10 ironclads bommbing them 4 times.i have only one major problem russia they have machine guns.
Sorry for the redundancy. Having read some older posts, I realized that the revolting city and bombardment issues have been completely played out.
On the other hand. One major thing that would be great to see would be engineers who are capable of building roads outside of your own territory. I wouldn't mind if it wasn't a public works tile drop though. The funds could come out of PW, but it should take an actual unit to go lay them down. Just because the enemy should have the ability to kill whoever is building the roads.
I have seen this brought up in other forums, but just thought I should bring it up again, because I was really impressed with so much of CTC. I hope your CTP3 project is coming along well.
I also figured out why the AI throws in the towel so quickly. I was playing with far too many civs. The average civ that hasn't conquered anything would not have more than 1/5 of my cities or units. So the answer is to turn off surrender when playing with more than 8 civs, and turn off pollution on CTC period to avoid AI revolution every turn.
One other thing I missed is in the Apolyton pack, the turns:years ratio is stretched out to make using the older units last longer. Although I don't think I could stomach much more fire trireme battling, I liked that for the land wars. Just a thought.
Originally posted by peege
On the other hand. One major thing that would be great to see would be engineers who are capable of building roads outside of your own territory. I wouldn't mind if it wasn't a public works tile drop though. The funds could come out of PW, but it should take an actual unit to go lay them down. Just because the enemy should have the ability to kill whoever is building the roads.
No need for stupid engineers just use any unit of your own go into unclaimed territory and place there a fort, at least make sure that the tile you wish to place a fort on it is in your vision range. Then wait a few turns and the fort extents your borders. On your new land you can build everything you want.
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