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 Solver
On 1024, not a concern, IMO. Well, I don't need to move my eye much as I concentrate on the screen as a whole, as for mouse, I'm very well used to it.
On a high res, judging by similar things in other situations, I think I would find it difficult (or at least annoying) to tweak specialist numbers and see the effects, since they are in two other corners of the screen, away from the buttons.
Ah yes, but I think that the display of city parameters in the corner should be removed, and those should stay right together with the specialist buttons, except maybe for the happiness bar.
Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com I can kill you whenever I please... but not today. - The Cigarette Smoking Man
Originally posted by Maquiladora
Maybe there should be another sprite request thread (if there ever was one), with the scripting in PSP8 i think its quite possible to convert a civ3 FLC in under a month now.
i knoow this reply is late. I know here is the issue of civ3 not matching to Ctp2 size. But, there is enough civ3 stuff that can replace ctp2 stuff now, and the future ctp2 units dont necesarily have to be the same size since its the future.
Locutus, maybe this discussion should be moved to yet another civ3 graphics thread in the creation forum? I have a rough start on making city sprites from civ3 and of course I'm still plugging on my snOOpy terrain from civ3.
Originally posted by The Big Mc
we need new civ diplomacy parchments
Also at the moment I am working on underwater and some new units.
Still catching up. BigMC if you look at the civfanatics graphics stuff. There are a lot fan made flags for leaders. We could cherry pick those. could even apply the psp7.0 parchment effect
Originally posted by E
Locutus, maybe this discussion should be moved to yet another civ3 graphics thread in the creation forum? I have a rough start on making city sprites from civ3 and of course I'm still plugging on my snOOpy terrain from civ3.
You want me to move this thread over a stray off-topic comment that was made 3 days ago? In spite of the hundreds of on-topic posts of great value? I think not...
If you want to discuss Civ3 unit conversion, there's a bunch of different threads for that in the CtP2 Creation forum that you can reuse perfectly fine, or you could even start yet another new one. If there was a huge discussion on the topic going on here I might consider moving it, but a stray comment or two don't warrant this, especially not in light of the rest of the thread.
Again I strongly advise against the source code project being in any way associated with the illegal use of copyrighted/trademarked material from other games!
Granted people make mods for one game using the graphics from another all of the time, but the source code project is in another league altogether.
A person can drive around the barriers of a level-crossing without getting hit by the oncoming train, but it is still a stupid thing to do. We are at the level-crossing, the barriers are down, but there is no train in sight. I say turn around and take a different road; this is not the only route to get where we are going. You know Flinx is serious when he whips out an allegory!
You know, civ3: play the world shipped with some scenarios where images were directly taken from vanilla CtP2, yes they were user made mods, but they were part of a commercial product. I dont know where we stand, but it cant be any worse than that, for a start we're not selling it.
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.
Originally posted by OnePresent
My concern with this ... is we have as many buttons to press here as with the current game, no advantage gained on that front.
Originally posted by OnePresent
I dream of a clean, usuable, logical, nice looking interface. With the city screen functions scattered to the 4 corners of the screen I think that falls short on all accounts. If you have a large resolution screen why not group all these functions into 1 corner. Then everything is at your fingertips. No moving the mouse (and eye) from one corner to the next. How about one complete panel comes up from say the bottom left corner, and it centers the city on the map in the background as it opens.
What are we trying to achieve with redesigning the city manager window? I ask that question seriously. If we itemize and prioritize our goals and constraints, it might be easier to come up with the prototype city manager window which we can playtest.
What is the problem with OnePresent's design posted in the 18th page of this thread? The informations are clearly displayed and all the important ones (to the exception of the Number of turns before city growth ) seem to be present. The map window is large enough and if it is zoomed out a bit it allows for an easy identification of the studied city and a wealth of useful informations.
"Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill
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