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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
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 Maquiladora
Heres something that i thought was already fixed (or maybe theres some other reason for it) but as you see on the screenshot of this once AI city the second ring has started to be improved with tile imps but the inner circle isnt completely tile improved yet. I mentioned this a few months back and i remember fromafar fixed it. Was it not included in the latest playtest?
Actual Fromafar just made it less probably that the outer ring is improved. All he did was to calculate how much in prcent the outer ring is worked and then he multiplied the value with the raw priority. But actual the problem is much more serious, I got the suspicion that the AI improves the oldest cities first. So the oldest cities get tile improvements while the younger cities does not get any tile improvements.
One possibility would be to take the raw priority of that tile imprvement and divide it by the ring number, so in the second ring we just would have half of the raw priority. Unfortunatly this model prioritises roads over tile improvements except those ones of the first ring.
Basically, it works like Martin said. Looking only at the picture, it is difficult to determine whether the behaviour is correct. What are the available land and sea tile improvements for this situation?
Considering the AI's preference for building mines on land, the selected improvement options could be a mine at 100% for a first ring land tile, and a fishery at 75% for a second ring sea tile. Which is better?
The same problem may occur with the age of the city. Old cities will be improved quite heavily, because farms are available quite early, and there is no competition at the start. For more recent cities, you will have competition with both other improvements (roads) and other cities. And, to make matters worse, the older cities tend to be larger, which makes their non-usage penalty smaller.
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 Tamerlin
Hi Calvitix, what are those army goals doing?
Yeah you know when a f***ing b*rstard is going to kill you. And also when they are doing stupid stuff like doing nothing in the wilderness instead of exploring.
Originally posted by Fromafar
The same problem may occur with the age of the city. Old cities will be improved quite heavily, because farms are available quite early, and there is no competition at the start. For more recent cities, you will have competition with both other improvements (roads) and other cities. And, to make matters worse, the older cities tend to be larger, which makes their non-usage penalty smaller.
Actual this problem is even worse, cities with just one pop and surrounded by forest or hills and one grassland tile need a food boost more then a city of size 15 a production boost. But in fact the penalty is much stronger for the 1 pop city then for the 15 pop city, one thing I could do would be to add a ring dependent sort factor to the greater function of the TiGoal struct. That way I could take the ring in consideration for food prod and gold improvements and I can ignore it for road improvmenets.
Originally posted by Martin Gühmann
Actual this problem is even worse, cities with just one pop and surrounded by forest or hills and one grassland tile need a food boost more then a city of size 15 a production boost. But in fact the penalty is much stronger for the 1 pop city then for the 15 pop city, one thing I could do would be to add a ring dependent sort factor to the greater function of the TiGoal struct. That way I could take the ring in consideration for food prod and gold improvements and I can ignore it for road improvmenets.
This problem shouldn't be fixed by making the inner-ring tiles preferable - it is the fact that the city has little food which makes the tiles urgently needed, and that is what should be taken into consideration. In better terrain, it would be inefficient to improve this city rather than the size 15 one which is using its tiles more fully.
Originally posted by J Bytheway
This problem shouldn't be fixed by making the inner-ring tiles preferable - it is the fact that the city has little food which makes the tiles urgently needed, and that is what should be taken into consideration. In better terrain, it would be inefficient to improve this city rather than the size 15 one which is using its tiles more fully.
To fix it like this we should just need to increase the food improvement priority, because currently I give food improvements only if the city needs more food. And another problem is that it doesn't differentiate between big and small cities. Maybe I should add something like the ImproveSmallCityGrowthBonus, but depending on city size instead of city growth rank.
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