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
Originally posted by MrBaggins
I don't honestly see that its going to be *THAT* tough to implement veteran advantage, so as to need to see CtP1.
Seriously... how hard can it be?
(famous last words )
Heh. Or to misquote: 'no battle plan survives the first sight of the source code'. This stuff is going to be scary - we already know that Activision, with plenty of resources, did not really finish the game - it's our main complaint. Imagine what some (not all, I'm sure) of this code looks like, having been produced by a large team of programmers desperately scrambling for a commercial deadline. And remember C/C++'s reputation as a 'write-only' language.
Just a caveat, since the denizens of Apolyton do have the advantage that we are not scrambling for a commercial deadline. But any assistance with code debugging would help and the CTP1 code is part of the development history.
For example (I'm not necessarily recommending it), if the CTP2 code turned out to be an unfeasibly complex nightmare, it might be possible to drop back to CTP1 and produce a CTP2B from that... It's just good to have options.
Originally posted by SMIFFGIG
fix the bug where AI dont use naval units
fix the bug where if ur on an island the AI will never attack u (related to above)
Actual these are not bug this is a new feature.
Originally posted by E
Improve:
How borders grow (not just population but maybe an improvement, or 'culture points a la civ3)
Also a new feature culture is not in CTP2.
Originally posted by stankarp
-more tile improvements.
Can be done by editing the text files and the tile files. So no source alterations needed here. Or do you mean more buttons for tile improvement?
Originally posted by Peter Triggs
3) In DiffDB the resource adjustment co-efficients for the AI are set for 5 ages (and this can't be changed). OTOH, you can add more ages to age.txt; 10 ages is now common. I've often wondered if there's a clash here, it needs looking into.
There is a difference between the ages in DiffDB.txt and age.txt. Age.txt is city style age related, while the age in DiffDB.txt is an age in an comment, it is possibly that with age here is meant period.
In all TIME_SCALEs we have 5 periods, and possibly these "age" coefficients are depending on the number of periods in a difficuilty level. Well so far this is only guesswork, with the source code we see more.
Originally posted by Peter Triggs
- Fix the Wonders without any effect
- Fix the outdated improvements still appearing in the Build Lists (example: after you have built the Central Matter Decompiler wonder, the Matter Decompiler improvement is still available in the Build List)
Actual these buildings aren't outdated, if you lose the wonder you need these buildings again, the only problem to solve here is to make sure that noone can build them while he owns the acording wonder, or another solution would be to add these buildings in all cities when the wonder is build and give every new city such a building.
OK that was again some discussion, so new ideas in Solver's thread first then we can discuss them there and if we came to an end espeacilly came to the conclusion that this is a source code problem and determined its type we can post it here.
Ah yes and on that note fix the UI in the MP setup screen where you can not display more than 8 civs at startup.............. In fact all the little UI probs so it can display more info in its lists(with little scroll bars?).
'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.
Bush's Republican=Neo-con for all intent and purpose. be afraid.
hm, already posted in the other thread in the beginning but got overlooked, i guess: fix
with a unit selected one can find out if there are any enemy units in a city by pointing on it - if the crossed swords for battle appear then there are otherwise not
and like Maq mentioned there: fix
the right-click bug - if no terrain info appears there's a stealth unit on that tile
Originally posted by E
Improve:
How borders grow (not just population but maybe an improvement, or 'culture points a la civ3)
Don't do this. Floating borders suck. Stick with the principle of first claim, just make it an act of war to found a city inside another civ's borders. Oh, and reduce the initial "border" of a city to size 2 (pop 7..18(iirc)), or else it would claim too many space.
There was a food hunger flag in Units.txt that I'd really like to see activated - as well as a possible ongoing gold maintenance cost for units. This would make resource management more critical for having large armies.
Fix the Research Pact.
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
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