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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
Just forget it about my fix on the city expansion! Seems like my little knowledge of Tiledit is smaller than i thought. I couldnt even get the tile 305 (25) to work. i'll figure something else.
Thanks anyway.
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!" -Jean Rostand
Ah good someone still actually uses TileEdit, thats nice to know.
Ok, I se there is a technical question here:
Maybe I should ask Martin if it is possible that he can modify Tieleedit so that it skips the not necessary pixels automaticly
Well Martin, no need to modify anything there, it has been the case from the beginning (well since Borders were implemented anyway), in fact TileEdit is quite colorblind when importing border graphics. Maybe I should have mentioned it somewhere, but ......
The technical explanation for this is that it was easier to just pick the pxels we wanted than to implement a color filter as with the transparant images like the overlapping portions of the tiles, improvements and rivers.
As usual you can download the newest version of TileEdit and the patch from my CTP-page
Note that the patch only works for build 19!
Martin,
I'm having a bit of trouble adding new tile improvements...
I added 16 new TIs, then exported the script, added in the ImprovementIDs manually (to avoid a Out Of Range (58) error ) and then reloaded the script into TileEdit, and saved the tile file.
Whenever I lay tile the custom 16 tile improvements from the map editor however, the TIs appear as roads, not the ones I want. I don't know what's going on. Originally I had the IDs set to high numbers, above the upper range, so I tried filling in the gaps left, using numbers 38-49, 51, 63, 65 but these didn't work either.
Any ideas?
Concrete, Abstract, or Squoingy? "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
Where do you get that Out Of Range (58) error? I have not been able to reproduce it. Could you explain it a bit more, like what tile-file you are modifying, the index and ID's you use, etc. (don't want to leave any seriouse bugs in there you know )
I was editing the CtP2 default gtset555.til file. I added 16 tile improvements:
Made the graphics, went add->TI->load->OK making them all 94*72, the normal size, just in case of other complications. I put them all in the right position, but forgot the IDs, so I couldn't get them in the game at all. So I went back to edit the TIs,
edit->TIs->Chnage the ID to desired value->OK
This worked for the first two, up to ID #170, at which point, it gave (gives indeed) me the message "List Index Out Of Bounds (58)"
I can still edit this by importing an altered script, but not in TileEdit. The thing is, #167-169 don't appear either so that isn't (directly at least) what's causing the problem of them not being available in the game.
Concrete, Abstract, or Squoingy? "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
Oops! Think I found the error:
Are you sure that you were changing the ID and not the possition? I Was.
I'm working on a fix for that, so that when you edit a resource (tile, river TI, etc.) you can't change the possition, and when adding resources there will be a put it last option and using a number greater than the last pos, it will then be added as the last of its kind.
I found a few bugs in the code when I looked for your error.
I only edited the ID, I added them in the correct position to start with and didn't change it. The program wouldn't let me edit at all after #169
edit: I just checked again. I can That is bizarre. Maybe it was something I did before. The tile file seems alright now, but I still can't get the new ones into the game. Roads appear instead.
Concrete, Abstract, or Squoingy? "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
Well I can't get the error, so maby it's something I've fixed without noticing it
I got an update ready it should fix a few isues apart from defaulting to last possition in resource list when trying to add new resources at an invalid possition.
Get the new version of TileEdit or the patch only from build 20
The full list of fixes and changes (I think)
Full Help-file. (more or less)
Added 'put last' option on Add Resource screen.
Added to high resource possition protection.
Removing the Replace check-mark on the Eddit Resource screen now results in the eddited resource being added/inserted and not a blank resource.
Fixed a bug from build 20 where the LastBlock edit field did not get displayed.
All windows possitions and sizes are now saved to and restored from the .ini-file.
The Close button in the import-log-window now closes the window.
'Tile Rule Number' now follows Tile if 'Show Tile Rule' is not checked.
Fixed disapearing check-mark on tile-borders-properties page.
Added a label to the River type drop-down-list.
Fixed dubble assignment to shortcuts. Save Images is now
Tile Shift + Ctrl + E
Borders Shift + Ctrl + D
River Shift + Ctrl + V
Improvement Shift + Ctrl + P
Unfortunately I can't help you with how to make the new improvements work in the game, but mabe Martin can.
Ah well, thanks for the update any way. I'll keep trying
Concrete, Abstract, or Squoingy? "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
I´m tryng to make a whole black tile. I thought i just had to create a new one and done (looks black, doesnt). But when starting a game it became red .
So can anyone help me here. It is a space Scenario I´m thinking, so no need for borders. It will only be aside other black ones.
Thanks in advance
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!" -Jean Rostand
You just need a plain black tile? I have such a tile file already, as I was using it for screenshots. It does replace grasslands however. If this is not a problem, I can zip it and upload it to the 0catch website...
Concrete, Abstract, or Squoingy? "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
So far just the plain black tile.
Later (if it works out and i do start it), white dots (stars) and some others stuffs (planets or bigger stars) will be welcome.
But just the Black tile is great for now (until i have a beta done).
Right slap me down here but a plane black tile takes about 4 seconds to make and you don’t need tile edit just go into the terrain file and put it up to some tile number that you know there is no tile for and it goes black.
Ad for a space tile I made one once with stars the lot but did not know that much about tile edit back then so never got it finished try to use a off black by about 1 pixel or two should work
"Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
The BIG MC making ctp2 a much unsafer place. Visit the big mc’s website
Pedrunn, I'd advise you to try the big mc's method first, especially as it'll get me out of having to upload a big old file...
If you want some help with TileEdit later on though...
Concrete, Abstract, or Squoingy? "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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