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
I've encountered another small bug. When wonders such as the temple of karnak and aristotle's become obsolete, the shrine and academy do not appear for building in the queue. It doesn't seem to be able to "take away" the benefits of the wonder.
Guys:
I've been fiddling with the personalities of the AI's through SLIC and couldn't find anything to change the base personality of the AI. Basically, if an AI starts with a military personality it can't be changed throughout the game. However, we already know that strategies and diplomatic stance can be changed throughout the game. On my system I've modified my SLIC file so that whenever the AI thinks about changing it's diplomatic stance it has a 1 in 8 chance of changing it. The AI doesn't think about changing it's diplomatic stance every turn, so I believe this will work out fair for it.
I started my first test game and have contact with 3 civs. The Americans I found first (mental note: change NonRandomCivs!!!!) and they started out with a neutral stance in our diplomacy. After about 50 turns in the game, the Americans declared war on me and regard for me crashed to hostile. Eventually I was able to beat them into a cease-fire, but diplomacy was always angry and heated. I'm up to turn 200 and for the last 20 turns the Americans and I have had "friendly" diplomacy. His regard for me has gone from hostile to neutral (and rising) and we currently have a peace treaty.
Pretty profound effect eh?? So what does everyone think on an AI behaving like that? BTW, I had similar results from the other civs I had contact with.
Bugs: Abolitionist when fails a messages says something like
blablablabla then "{unitrecord} (unit.name)" blablabla
if u know what i mean and u probably know this but Aid Uprising is really buggered
Hey i have to say the Medieval pack is the best mod pack i have seen for any games, plus with little bugs especially for the first version i have a couple of sensible suggestions as u say u have run dry on ideas.
1. U should add the combat engineer, to ur mod (the one that was unused) its on Apolyton downloads and it has all but death animation.
2. I think u should add the AI entity from ctp1 and make the movie seperate download with Stonehendge one
3. It would be good to see babarian leader and gold reward for capturing him logic in the game (just an idea)
4. And last of all this is quite a radical idea but..... it would be good to see an age before Ancient age with maybe 2 or 3 new city designs for all untill civs have own design (like current Ancient Era) in this age u could put relitivly simple Advances and few city improvements or units available until ancient era. U could include such units as Tim Stevens stone thrower (predecessor of the Bowman.
thanx for reading this (if u have)
i am new to the ctp2 editing but done some simple stuff like add new units in ctp1, so any replies to this would be appreciated just to know someone is listening
P.S How come the AI nevere neaver builds any navy (on civ2 the AI went out thier way to do this resulting in huge powerful navys)
this is not ur mod but generaly ctp2
You know, for the first time last night I actually played a game of CTP2 with all the MedPack2 settings running. Usually I had just played with some. Anyways, this pack is great! The first game I changed the sliders, founded my first city, hit end turn then got the "YOU LOSE!" movie since my city had revolted. I gotta remember not to use the maxed out sliders like in the normal game. The 2nd game is a lot more challanging though.
Anyways, development news:
- I've been notified of a bug in the diplomacy settings I sent off for my last update which needs urgent fixing.
- The 150 turn personality change that Wes mentioned.
Will get them off ASAP.
Was that Revenge of the Nerds 2 or 3? I think it was 2.
I can't believe that you have never played the mod, after all the work you did for it. Anyway, I think you may get hooked on the game again once you see how the mod plays, just check and be sure you have a good map to play. I have started taking about 15 minutes to make sure everyone has ample room to expand. It used to take an hour to get a good Ctp1 map, which shows how pleased I am with both the new map settings and AI behavior.
The experience you related with the Americans sounds exactly like what I want.
If other civs were changing personalities periodically, like they do historically, it will add an element of uncertainty and suspense to the game that often is absent when you get peaceful civs as neighbors.
Edited quote below:
Hey i have to say the Medieval pack is the best mod pack i have seen for any games.
Thank you.
1. U should add the combat engineer, to ur mod (the one that was unused) its on Apolyton downloads and it has all but death animation.
And use it as what? The concept didn't work for whatever reason. That is why the unit was not included in the game.
2. I think u should add the AI entity from ctp1 and make the movie seperate download with Stonehendge one
About this time last year I asked Tom Davies to make a Terminator unit, like in the movies, which I was going to link to the AI Entity for Ctp1. I thought it could be the coolest unit in the game. However, since Tom bugged out on us, it appears to be a dead issue, like some of the other units that we needed.
I am not sure if the Entity code still works in Ctp2, but I agree with the decision to take it out of the game anyway.
3. It would be good to see babarian leader and gold reward for capturing him logic in the game (just an idea)
Afraid I never did see the logic in the barbarian leader thing, other than as a ploy to get you to leave your cities in civ2. I also don't think you could code a unit to act like the civ2 Leader acted.
The closest thing to this in history that I know of is when the Romans and their allies defeated Attila, but Attila had an empire by then and they did not catch him.
4. And last of all this is quite a radical idea but..... it would be good to see an age before Ancient age with maybe 2 or 3 new city designs for all untill civs have own design (like current Ancient Era) in this age u could put relitivly simple Advances and few city improvements or units available until ancient era. U could include such units as Tom Davies' stone thrower (predecessor of the Bowman.
You could try David's Cradle of Civ mod for this. Adding an Age to the beginning of the game at this stage of the mod is out of the question.
Please don't take my replies as being harsh or anything. I do appreciate the suggestions.
I will fix the Temple of Karnak bug.
As far as updates, you only need to get the texts. I put all the new graphics in that zip along with all the text files. Before, I would update the pictures and other components too as we went along so that newcomers could jump in and be up to date.
There have only been a few pics added since the offical release, so I just include them with the texts so on one has to get anything else. Since I don't plan on adding any more new pics to the mod, I don't see any reason not to keep things as they are now.
Wombat, I think your category problem goes back to the scenario.txt. I changed some of the unit categories. I almost pity someone who tries to take the mod apart and add things back in to it. I could spent a few days cleaning up stuff that had names changed as we went along, or concepts that didn't work. The mod looks about as bad on the inside as the original Ctp1 files did, which is pretty damn bad.
If someone wants to convert the mod to different languages, that would be great. It would probably be a big job just converting the GL and scenario texts, though.
The counter-bombard element works like it should. The way they show the graphics makes it look like what Jani described, but it actually plays out correctly.
If you and the city defenders are about evenly matched as far as ranged units, then you are going to lose because he has city defenses to shield him and you do not. If you can get a seige dominated stack up to the city, and keep it safe from counter-attack, then you can eventually destroy his defenders if his ranged defense is weak enough. If you have another stack to send in and take the city, then it seems like you would have taken it no matter what the AI did.
Originally posted by Dale
game. On my system I've modified my SLIC file so that whenever the AI thinks about changing it's diplomatic stance it has a 1 in 8 chance of changing it
Pretty profound effect eh?? So what does everyone think on an AI behaving like that? BTW, I had similar results from the other civs I had contact with.
I think I will like this "change diplomacy stance". But I thinkt that changes should not be too radical. I mean if AI hates you a lot now. Then he changes his stance and after 5 turns he loves you. The change should be slower.
Wes:
That lines from Revenge of the Nerds 2. But in reality, I modified it from Lethal Weapon 2 "We're back! We're bad! He's black and I'm mad!"
Jani:
I emailed Wes yesterday with exactly the same comment. I'm currently trying to get a nice balance so that it's not like how you mentioned. You never know, I may actually drop in a rare random event to simulate totally isolationist/globalist leaders who cause the radical moves in regard.
Dale,
That sounds like a relly cool idea, throwing in a random event, but you would have to make sure that it wasn't just totally arbitrary, and that it wouldn't happen all the time. Like maybe the longer you are at peace with someone the lsee of a chance there is for them to suddenly become angry with you. I don't know what would be best, but i think it will defenitley take some tweaking to get it worked out right and balanced properly.
DO, OR DO NOT, THERE IS NO TRY - Yoda
EAGLES MAY SOAR, BUT... WEASLES DON'T GET SUCKED INTO JET ENGINES - Unknown AMBITION IS A POOR EXSCUSE FOR PEOPLE WHO ARE TOO STUPID TO BE LAZY - Unknown
I have started game on rather uniform map and I have created two cities on plains - both cities were located on plains and surrounded by 8 plains. I have put irigations on all surrounded fields and when both cities grew to 8 I have noticed strange phenomena: one of them had growth about +800 and second 0.
In the first city were granary built, the second one had no granary and I couldn't build it because I had stonehedge in anothe city. I had to wait until I discovered Crop Rotation and could change farm into advanced farms. And I had this problem with other cities too, any of this cities had granary.
Is it a bug or a feature?
I think the problem you are experiencing is related to the fact that you have to have an Aqueduct now before you can grow past size 8 cities. You have to have a sewer system before you can grow past size 21. All this information is contained in WesW's readme files contained in the download. It would be a good idea to read all of those because there are a lot of changes in this mod.
Ok, I am having a problem. When I star a new game using the newst update after a couple of turns the game crashes, giving me an error. Something about GU03.SPR shortcut error or somethign like that. Anybody got any ideas? I already tried reinstalling, and yes, I do have the patch installed and all that stuff.
DO, OR DO NOT, THERE IS NO TRY - Yoda
EAGLES MAY SOAR, BUT... WEASLES DON'T GET SUCKED INTO JET ENGINES - Unknown AMBITION IS A POOR EXSCUSE FOR PEOPLE WHO ARE TOO STUPID TO BE LAZY - Unknown
I noticed that in the Great Library two pictures are missing. That was no problem until I tried to research into advanced composites. I got an *.tga load error. Therefore I looked into the MM2_uniticon and found this name for the image: ADVANCED_COMPOSITES.TGA. I wasn't able to find in the picture file that I downloaded on 28-04-2001. I found a file with a similar name in Harlan's TECHNOLOGY GRAPHICS FOR CTP2 VERSION 1.1: advanced composites.tga. But finnally I fouond this picture is called THERMAL IMAGING.TGA and is used for this advance.
An Image for a second tech is also missing: MOLECULAR_SYNTHESIS.TGA
Also the images for your new governments aren't shown in the GL
Here the names from the MM2_uniticon.txt and in comparison to the names that I found:
CITY_STATE.TGA must be city state.tga
ABSOLUTE_MONARCHY.TGA must be absolute mon.tga
I wasn't able to find the FUNDAMENTALISM.TGA.
OK. I've downloaded and installed the CTP II patch and the MedPack II files. DebugSlic was already set to No and PlayerNumber to 1, so I didn't have to change those in the userprofile.txt. I've run the Modswapper. And I've printed out all the MedPack II Readme files and read them. So it's now six hours after I started all that.
However, when I clicked on the Start/Programs/Call to Power 2/Call to Power 2 menu listing and the game started up, I didn't notice any difference from the nonmodified game.
I chose the beginner's level, just to get started and to see whether the MedPack II modification was working at all.
1. After I founded my city, I was given the choice of an Archer, a Settler, or a Warrior to build. No mention of a Spearman, a unit that is supposed to become available at the same time as the Warrior, i.e., with the Metal Working advance. I thought that a Spearman would be present in my city after I had founded it, since it is a militia. But no unit was there.
2. I was given only one settler instead of two. but according to the Misc. ReadMe file, that sometimes happens -- perhaps in this case because I am at Beginner's level.
3. My Science Advisor showed that I had the advances, among others, of Tool Making, Religion, and Agriculture. But these advances, although part of the original CTP II game, are not listed on the MM2 Advances Chart.
So I don't think that I started up the modified game. My question then is How do I start the CTP II program that has been modified by the MM2 pack? Thanks!
I've only been poking around with the mod myself for a few days, so I am far from an authority, but since no one else has responded I'll try and help.
Assuming you unzipped everything in the right folder (CTP2), when you ran the modswapper you should have had the option to pick the Med Mod II. When I chose it, I then pushed the "lauch CTP2" button and blammo! the Med Mod was running.
It clearly sounds like you are not running the mod by your discription of the beginning of your game. You should have a spearman in the city the moment it was founded. If not, you are not runnning the mod!
Does anybody have any clue why I would be gettting the errors referring to the *.SPR files (GU01.SPR, GUO3.SPR, etc...) the error says something to the effect that they are missing in the assett tree, or something like that. I already checked and the files are there. I don't know if this has anything to do with it, but whn I unzipped the MedPackII files it throws a message at me that says certain files are read only, am I sure I want to overwrite. The fiels are *.tga (like: upup112L.tga, etc...) I clicked yes to overwrite them, but I don't remember this ever coming up before. Please help somebody!!
DO, OR DO NOT, THERE IS NO TRY - Yoda
EAGLES MAY SOAR, BUT... WEASLES DON'T GET SUCKED INTO JET ENGINES - Unknown AMBITION IS A POOR EXSCUSE FOR PEOPLE WHO ARE TOO STUPID TO BE LAZY - Unknown
Comment