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
Preamble:
I have come back to CTP2 recently and I have been putting together my first mod. I am doing it so that it can be used with the ModSwapper utility. Question:
Is there a way to get ModSwapper to swap the Colours00.txt file?
Do city sizes even go above pop 60 in the unmodded game?
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.
RE: Do city sizes even go above pop 60 in the unmodded game?
No. Overcrowding and max pop buildings increase the limit to 60 where natural growth stops. I have increased the limits in my mod.
...But back to my question:
I did not see Colors00.txt in gamefile.txt, and adding it to the end did not work; and, I have not come across #Include Colors00.txt in any other file so I am asking if anyone can point me to where I can redirect the game to my version of Colors00.txt or someone with the source code to say sorry the executable reads this file directly.
If you make a scenario, you may override it by putting your own version in Scenarios\"Your scenario"\default\gamedata, but in the setup you have now, it appears to be ignored by both Modswapper and the executable.
Didn't this happen for a regular game reload as well?
When changing the reload behaviour to prevent this double production etc. in the first turn, I got the impression the same code was used for both scenario and regular single player reloads.
Yes, I just tried reloading a saved scenario game (Activision World map) before and after applying Fromafar's 2/6/04 modified civapp. Before, I got the double production and pw; after, it worked properly.
Originally posted by Fromafar
Didn't this happen for a regular game reload as well?
When changing the reload behaviour to prevent this double production etc. in the first turn, I got the impression the same code was used for both scenario and regular single player reloads.
It does not happen in non scenario mode in the official release only the scenario structure is affected. One reason why we moved out of the scenario file structure and started to use ModSwapper. This bug would have been a major game killer in the random map version.
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