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
oh well... I am trying to limit the game size by not playing on gigantic maps :-) heheh
besides.... I am always one to live on the edge... and the playtest builds are just too far apart for my likes... I like to see the changes on the fly. :-)
Originally posted by SCROFT
besides.... I am always one to live on the edge... and the playtest builds are just too far apart for my likes... I like to see the changes on the fly. :-)
THank for the support. Glad yoou like the builds. So I did a build with rev476. My sig now links to the latest rev info when you hit "Rev476" but the date part is where the download is, it features Martin's window changes.
got the latest build from you... started a new game... so far everything is working.
Started using your tileset... looks real nice.
I have noticed a few issues with the set... let me know if you plan on working on them again and I will give you some bugs to work out.
SCOFT, feel free to comment on the tiles, I do temd to tweak them every now and again. there is a ekmek tile thread somewhere I'd appreciate it if you'd post it there.
thanks.
Well, since people have suggested that new playtest versions aren't coming out quickly enough, and there's a fairly serious bug in the last one, here's a new version.
Again, this version was not compiled in .NET, so it is not necessary to have the .NET runtime environment (or the two dlls mentioned in the first post) to use it. Of course, having them will not hurt anything.
To install, download all three files and extract them into your CTP2 directory. You might notice that file number 2 carries the old date - this is the same file as was uploaded for the last playtest. I didn't bother to upload a new version since nothing in it has changed.
Edit: Removed link. You can download the latest version of the Apolyton edition from here.
Changes:
2005-10-23
Fixed: Misc crashes
Fixed: Broken/incorrect links in the great library
Fixed: Topic display bug in great library
Fixed: Hosting of MP games on XP machines
Fixed: SLIC error related to missing city
Fixed: Prediction of movement times for ships moving through cities
Added: New database flags for making construction of units, buildings and wonders depend on the existence of goods
Changed: Message boxes to be non-modal
Added: Option to select a city first instead of an army
Added: DebugSlic and GoodAnim options
Added: Two more colour sets
And I was thinking that maybe we should make a txt file of the database cdbs so that people can see a list off all flags available (for the occasional modder that may show up)
Just nicked this quote from the other thread to reply to this here:
Originally posted by E
I'm slowliy making some unit.txt using the resource code. I'll post it in the playtest as a patch and peole can test it out for balancing. so far I'm thinking of these additions
NeedsCityGood Elephant for Elephant Warrior
NeedsCityGoodAnyCity for Horse units (I may replace buffalo with horses)
PreRequisiteBldg Airport for aircraft
NeedsCityGood Oil for Oil Refinery
And I think I'll add a scout unit for the beginningof the game. I notice that a lot of the beginning turns people are waiting for the city to build something and maybe I'll find a way to make people choose start units in the profileDB
Id suggest, because plains are already better than grassland for general purpose cities, horses only be on grassland. Buffalo is currently on plains IIRC and replacing that would tip the balance towards plains even more.
I like the Elephant Warrior sprite so i have no problem with adding it, its something different.
The airport for aircraft thing, this sounds a bit restrictive, especially for the AI to handle well. It would be less restrictive to do it like civ2 and have airport, barracks and battlements (with a more appropriate name) to produce new veteran units of their respective areas. Also heal the respective type of unit in one turn, if the building is present in the city.
What sprite would you use for the scout unit? It should be Activision quality though i think.
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.
I was thinking of using the indian warrior one that is already there. in fact, I was planning on only re-using some of those unused sprites for the extra units.
we can try the airport thing. really i think creating key cities instead of sprawl would add something new to the game as well as the quest for goods.
Ill run through a full game on the new playtest once you post your changes then.
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
Ill run through a full game on the new playtest once you post your changes then.
Maq here is a first shot. I added a new good, the horse, for grassland (replaces the potato)and its required for mounted units. then there is the elephant, scout, swordsman, samurai, and legion units. I didnt tweek the stats yet but see if the cultureonly stuff works with your playtest since martin has changed it. I'll test it myself and may tweak a bit too. other tweaks i did was to the first ship an attack value of 10 to allow for early naval fights (why were they left out before? it made it boring)
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