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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
I like the strategic goods idea. But BigMc because you dont want it implemented shouldnt stop you from wanting to develop new options. A lot might be learned by developing it that could go into other projects.
but lets just leave the strategic goods debate about having it aside. Solver, did you suggest the strategic goods could be added to the list you inclosed or that you think it could be implemented through what you already see there?
Nope, there's no way clearly to implement strategic resources yet so far - the enumeration of trade route types is just that, without any apparent code to make them work in their own way.
Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com I can kill you whenever I please... but not today. - The Cigarette Smoking Man
Well, I guess that means I still have time to learn C
As a side though, If strategic resources gets set up like Civ3. Meaning that the goods can be traded by diplomacy not just by the Ctp2 caravan system. It should still build a route from capitol to capitol similar to the old system.
Oh, we have already had a pretty comprehensive discussion on implementing strategic resources, where a lot of possible schemes and systems were suggested!
Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com I can kill you whenever I please... but not today. - The Cigarette Smoking Man
I've implemented Goodmod's effects into CityData.cpp so that a city will include any food/production/gold bonuses from goods in it's radius when it collects resources.
Martin, I notice that the data in the Goods.txt I'm using is identical for all goods:
Code:
Gold 1
Food 10
Production 10
Do you want to put in data like GoodMod or shall I do it?
Originally posted by The Big Mc
yes which is why there should be an option to turn strategic goods off.
Definitely yes, implement it if you want but please make this optional, if there is a "feature" from Civ3 I don't want to see in a CtP2 game this is this one.
Well, actually there are dozens I would not like to see in a CtP2 game
"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill
As this thread is centered around trade, I am repeating here what I have already posted in the Playtest thread :
I think that a civ (along with the human player) should be offered the opportunity to refuse the creation of a Trade Route (though it could have an effect on your reputation, of course). But why would you accept to open a trade route with a angry nation near your national borders? On the contrary, nations you have good relations with would accept a trade route more easily, this would give another dimension to the diplomatic part of the game.
"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill
Originally posted by Peter Triggs
I've implemented Goodmod's effects into CityData.cpp so that a city will include any food/production/gold bonuses from goods in it's radius when it collects resources.
Martin, I notice that the data in the Goods.txt I'm using is identical for all goods:
Code:
Gold 1
Food 10
Production 10
Do you want to put in data like GoodMod or shall I do it?
Obviously I missed here something. The data in these fields are all the same, because they hadn't any effect, I just added these fields, I think only the Gold field had an effect, but I think that was one that made me to leave it at 1. I hold off to make the change, because of that we talked earlier in this thread. However I came to the conclusion that if we hold off to do changes to do them later but better and better planed, we will never do them. Therefore I suggest that you post what you have espeacily about the AI, so that we can test the code and do the necessary debugging. For the data here in the good fields you can fill them of course, you should find the according data in GM1_tileimp.txt or any other tileimp.txt derived from that file.
As far as I am concerned I am always playing with the Updater2 so I need Gold to pay the updates... and I need much Gold.
I suggested commerce from trade routes and well commerce would obviously still generate gold, just a smaller effect depending on your science tax.
I saw an idea in civ general about cities with trade providing growth. I cant find it but the arguement was basically that excess food doesnt always lead to growth, (mainly in modern cities) and a lot of old cities grew because of big trade routes and all they brung with it.
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