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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
Added pollution and crime to specialists tab. Pollution turns red, like pollution in the national manager, if local pollution is at risk of causing dead tiles around the city.
Attached Files
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.
I need some opinions on how the compare government window should look and behave.
Empire Growth Rate = FoodCoef
Production Power = ProductionCoef
Research & Science = MaxScienceRate * KnowledgeCoef
Economic Strength = GoldCoef
Crime/Corruption Levels = CrimeCoef
Military Support Costs = SupportCoef Citizen Loyalty = WarDiscontentMaxUnits * 10
Martial Law Effectiveness = MaxMartialLawUnits x MartialLawEffect Anti-Pollution & Tolerance is unchanged.
The ones I'm not sure how to present are in bold. And are the the rest fine?
I also plan to add a tooltip and/or help bar info on the main interface. And probably add this info to the Great Library too.
Edit: And also another question: shouldn't you be able to compare to governments you haven't yet researched too?
Attached Files
Last edited by Maquiladora; March 21, 2009, 07:44.
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.
Edit: And also another question: shouldn't you be able to compare to governments you haven't yet researched too?
Well this is now in and working, and will be very useful for playing mods with new governments and stats. I just need to finish the comparisons before I commit the changes.
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.
It just looks for the PollutionRank (number from 1-5) and gives it a description based on the rank. There is PollutionCoef and PollutionUnhappyCoef, but converting these into something simple yet useful is difficult.
What does "Strict" mean exactly? And exactly how much better is Fascism than Democracy for anti-pollution AND pollution tolerance? These are the details I want to show.
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.
Nothing. You can see what all the ranks used to point to here. Which were all nearly useless to look at in-game, especially if the ranks matched.
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.
All the city manager tabs are included, except the production tab, which is useless if you have the build manager there.
The other thing missing is the great library info from the build manager, but you can click on the button below to take you to the appropriate entry in the GL.
I don't think I missed anything else.
Finally it's the same size as the great library window, so it will fit on all resolutions.
Another idea that is now shown, instead of showing the resources again to the right of the specialist spinners, it should show the total gain from each type of specialist.
Attached Files
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.
Working hard in Photoshop but actually it wasn't that difficult, I have the top-left part complete. I'm sure it'll get much harder once I try to move the build manager in there.
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.
Despite my original design, I've now decided to leave the build manager alone, and instead expand all the city manager tabs into the one window. This will probably only require some resizing of the unit garrison buttons, which are huge anyway.
The build manager will be easily accessible from this screen by clicking either the "build" button, or the currently building item in the "production" part of the city window. Both windows will stay open when you do this.
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One minor question, should I allow the city manager to be opened with a single-left-click on a city? Currently it requires a double-left-click.
This is how it looks so far:
Attached Files
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.
One minor question, should I allow the city manager to be opened with a single-left-click on a city? Currently it requires a double-left-click.
Scrap this idea, since single-click allows you to quickly see what a city is building on the UI at the bottom.
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.
Nearly finished it now, just got to remove the production, inventory and units tabs, since there is nothing there now.
The currently building icon links to the build manager (as before), and the city improvement icon will link to the GL. I couldn't really think of anything else to put there.
The happiness and pollution info will be squeezed down a little more, and I'll probably be able to fit in franchise and conversion loss figures above that.
Attached Files
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.
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