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
Originally posted by Azmel
Hi Pyaray! I just heard that the source was going online and I think it's very exciting. It's been a few years since I've looked at it, but I should be able to offer up my own nuggets of wisdom on the AI stuff.
As I recall, I did a rather agressive rewrite of the original CTP1 AI using STL, so anyone that wants to get into the guts should know their way around #include .
As with Pyaray, my time is limited, but I'll try to answer questions and confusions on the AI code. Please be patient with any slowness in my responses.
Hey...thanks man. I think it's cool that the programmers og the game are willing to devote a little time to this
Asmodean
Im not sure what Baruk Khazad is , but if they speak Judeo-Dwarvish, that would be "blessed are the dwarves" - lord of the mark
SECTION: a) new game manual polishing/finishing/help
b) playtesting
COMPILER: I used basic (as well as VB), Turbo Pascal, assembler, C, bit of C++, but in the moment no active stuff going on. (be warned long time ago that I actually programmed.
AREA OF INTEREST: good games
BACKGROUND: First computer was a VIC20 with unbelievable 16 kBytes
AVAILABILITY: Depends, put couple of hours each week.
CONTACT: PM or the e-mail address in my profile, ICQ works as well.
COMMENTS: WHEN IS THE NEW CTP2: Apolyton out !!!!! :doitnow:
Hi - I'm a programmer with time on my hands at present and I'm interested in contributing to the source code project. I currently use Microsoft VC++ 6.0. I've been programming for over 10 years and C/C++ for almost as long.
I also have a lan with computers running XP, ME, Win 98 etc and Linux which I use for software testing purposes.
I have a fast internet connection too.
alright,
first a few questions.
are you guys trying to make a new CTP version "CTP3" or just a few modifications to CTP2 ?
will it be more like CTP 1 or 2 then ? personally i find CTP1 much more intuitive (placing the workers on tiles and stuff)
how free available will the result be ?
so here we go
SECTION:
translator (german and maybe turkish at some point, im improving )
later on programmer - whatever sort you need
COMPILER:
whatever is free and easy, been working with MS Visual C++ earlier, now with g++
but what does a translator need a compiler for anyway ..
BACKGROUND:
i have been programming for a long time, but never really on a professional level.
i have experiences with Basic, Pascal, C++ and HTML (and at least one awful madeup script language )
i have still a few things to learn about higher level programming, but ive grown very accustomed to the way of thinking for a programmer... i think.
my knowledge of english is very good, as is my german (being one of those). im eager to learn new languages, should it be of interest.
AVAILABILITY
im busy for at least 4 more weeks, probably till end of january. after that i might be able to spare a few hours each week.
also i might be in a programming job then and gain more experience each day.
COMMENTS
i like to give general hints to, so if you like my advice on game principles, historical correctness, modularity, mathematical stuff, whatever - a few hours of introduction and i might come up with a neat idea
oh yeah ! i believe ive found a mathematical algorithm that can be modified to generate maps for CTP-style games.
Baal: "You dare mock me ?"
O'Neill: "Baal, c'mon, you should know ... Of course I dare mock you."
As for me, well with my other commitments (and C3C which actually makes the game playable) my time is small. But I can help out with ideas, pseudocode etc.
AREA OF INTEREST: In general I'm interested in game design, but really I'm mainly interested in the AI componant of the game
BACKGROUND: As for programming, this is my real weakness: I'm a c++ noobe. I did take a course in FORTRAN 4 back in 66 (or was it 67? They used to say "If you can remember the 60's, you weren't there.") In 79/80 I was a partner in a small company that imported computors into the UK, and got back into programming. I got fairly proficient with BASIC and wrote the stock check/accounting programmes for the company. This might sound trivial now, but at the time I had a computor with 16K ram. Anyway, I sold out my interest in that company, went into business for myself, and have been bogged down in tedium up until a few years ago when I discovered computer games.
Before I got into business, I was going to be a philosopher/logician. My D.Phil thesis was called "Some Systems of Epistemic Modal Logic". It is mouldering in the basement of the Bodleian Liberary, but an old friend of mine - who's now the head of The School of Informatics at a university up in Scotland - once said to me "You should have published your thesis, Pete. These people in computer science aren't really interested in Recursive Function Theory, but they're dead keen on that weird stuff that you were doing."
Well, I'm a bit too long in the tooth now to do any more weird mathematical stuff but I think that my experience with SLIC and modding the game over the past few years should prove useful.
AVAILABILITY: "I'm just an old codger with too much time on his hands." (Lou Wiggins) The only catch is that I'll be off to Canada next Spring and may be offline for a while.
CONTACT: PM or e-mail (see profile).
COMMENTS: Although our initial priority should be to deal with the things that were implemented in the patch and other such issues, I've been playing the debug version and I don't think that will be enough. It's just too basic. What's kept the game alive for the past few years has been the mods. I've got some ideas about this which we can talk about when the project gets rolling. Speaking of which ... ?
by the way,
if you, the programmers, need some neat little tools and dont bother writing them yourselves, maybe i have something for you.
i wrote a small library, which keeps constantly growing, including all those little things that make your programming job easier.
for example a function that converts a double into a string (and dynamically handles the char pointers in case you call it several times during a cout call or such).
or a method to browse a text for a keyword, where the read text is checked char for char, in case the text is too long to be placed into memory as a whole.
I would like to volunteer on the A/I side also. My credentials are not nearly as good as Peter's but I have managed to make a living in information technologies for the past 20 years.
Mainly, I think the A/I team needs a combination of programming skills and CTP gaming skills. How can one program the A/I to play well, if one doesn't know what "well" is?
My idea is that the a/i team should create three different types of a/i's with three different mindsets. I believe it is paramount that each new a/i that is created by us NEVER cheats -- i.e. no additional settlers to start with -- no production bonuses -- no free views into unknown tiles to see what's there -- etc. Otherwise, it is not an Artificial Intelligence program. To do otherwise would be similar to writing a chess so-called A/I program that requires you to remove your queen before you start the game. That isn't A/I, that is just plain old cheating.
Sounds like an interesting project! (I guess I should pick up a copy of CTP2 )
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