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
Can someone who has tried it confirm: Is it safe to change the answer to the 'mods' question in my mini-FAQ to something a little more optimistic, like:
Although not all have been tested thoroughly, most mods should work with this playtest version without any changes.
I'd confirm that. I have done quite enough playtesting with my usual configuration (SAP2 + Goodmod), and I have also ran medmod. So yes, I think your statement above seems to go .
Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com I can kill you whenever I please... but not today. - The Cigarette Smoking Man
Currently playing Call to Conquest, no problems so far, the merging AI SLIC code seems to work fine and they are conquering each other cities often, I´m on an island a bit far away and with tech advantange over them so I cant see how good they would be against me (I killed the only other AI in the same island I appeared almost at the beggining of the game)
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Originally posted by calvitix
I had a crash on a game (year 2002) :
And I had no crash. I tried the savegame hit the end turn button while being the Romans and also while being the Japaneses, and I also let the game play while I was the Barbarians for 60 turns. But still no crash.
Originally posted by calvitix
it seems the effect pointer is null.
shouldTerraform = false? Well in that case I would ignore it. However as the stuff does not do what it should do I am going to redesign that part of the code.
For the record... it doesn't seem to me that the delay when moving units over longer distances has been fixed. I'm not sure if this a pathfinder problem that we can fix, or something else, but nonetheless, it stays.
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 Solver
For the record... it doesn't seem to me that the delay when moving units over longer distances has been fixed. I'm not sure if this a pathfinder problem that we can fix, or something else, but nonetheless, it stays.
Well actual there are still delays in, Fromafar implemented a suboptimal version of the aStar algorithm, and I think it also causes some slow down, and there is also a non path problem, for instance if the AI does not find a parth then the recalculation could take ages, that is espeacilly a problem if you play the Barbarians. And another part that could be improved would be the access of tile improvements. You have there an object list that contains finished tile improvements, unfinished tile improvements and trade routes. To figure out the number of tile improvements you go trhough the list and count, when you want to access an tile improvement you go once again through that list and the return the nth improvement you wanted. And if you want to acees all tile improvements you do it as much as you have tile improvements in that cell.
And maybe we should figure out how we can assign explore goals more efficiently.
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.
Maybe the problem could be solved by disabling the non usage penalty for the first ring. But then what is about bigger cities, they also need some food improvements.
Well after reinstall game, i still have the problem i said in my post (reinstall games without patch 1.1, and copy Apolyton Files Source Project).
"Concept.txt line 9 : could not find "Concept_classic_age" in string data base.
Civilization.txt :
Coul not find Greek_city_31 in string data base.
Civilization.txt line 92 :
Expected number of civilization not found
Unable to init the data base"
What can i do for this ? I checked files and i saw "concept_classic_age" string and others string in files. So I don't understand why i can't launch the game
Notice that yesterday, game worked. And today, without any changes, it don't !
Well this problem is linked to the string files, the program is checking the strings and deosn't find the listed ones at the good place or can't find the translated strings at all.
I posted the missing strings in French in the "Translation Thread" a few weeks ago but I also asked "those who know" to check if I had put them at the right place in the right files. I don't think I have forgotten to translate something but it seems that I have not placed the strings at the good place.
(I know Martin, here are some and )
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