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
Original 1.11's RIOT_LEVEL is 72, even in October 2005 Playtest is 72, why it was changed?
For testing. For a while we had a situation where the AI would have a city that would go 'mogadishu' on us. It got very big then it would keep revolting each turn. There is discussion here somewhere mainly beween me and bureaubert. I think we can turn it back to 72 after I've tested with my civ3mod (I have it at 73) where it it seems ok except the last line of COnst.txt which was an AE addition: MIN_TURNS_BETWEEN_REVOLT should be set to 10 (or even higher) so the new AI has a chance to cope with the rebellion to prevent the 'mogadishu' scenario. Feel free to test it out and I'll update the conts.txt in my playtest build.
Hi! Unfortunately I am currently a bit short on time, just tried a quick playtest with build 627 -- obviously there are two strings missing in the german (and presumably other non-english) textfiles:
Probably just requires adding the strings in (unique script.slic stuff) if you are interested you could probably mke spanish files for it you'd just hve to add the missing strings to the language text files.
Now when loading a saved scenario game, the scenario strings don't seem to get reloaded -- leading to messages like "irisch", "Birmingham", "Nationsgroßmeister" etc.
/reloadslic leads to a complaint concerning some missing "default string" (belonging to one of the new "kill city options" in script.slc).
Well I am not surprised that my Mod's SLICs (and/or settings?) are behaving a bit different again (settling, frenzy 2.X etc.) -- I will just keep observing these things
Apart from that
(1.) I had no real crash so far and
(2.) the annoying, supposedly SLIC-related "turn lags" reported with previous builds did not occur until turn 100.
Well just starting into 630 and im looking forward to a good game.Just wanted bring a view points from a game two builds ago.
A very long game that took me over 500 turns to claim 1st place.On very hard 8 civs with largest map.Mostly land.
Have to say the AI had me working hard. Had to make many ajustments to cities so as to max production along with goverment settings. Only had one peace treaty and technolgy treaty,great for trading up techs,
Had one war last over a hundred turns with unit loses going back and forth.Most AI factions were hostile but many bribes of 200 gold and diplomatic parties held off a large scale attack.Good thing as most of the time had at least one side of the empire with only a handful of units because of long wars.
My point is that E has over many builds has made the AI able to keep pace with human player longer into the game.Without using a pile of cheats.
Its the last part of the game where the AI might need help.Once you reach first place your able to coast the rest of the way.What about a code that would change regard level once humam player reaches first place.
Raising the Threat level -Diplomacyevent-Positive Decay
MilitaryEvent -Positive Decay
Military Safty Positive Decay
Threat Level at 50-set to 75
These numbers are in aidata Diplomacy.Could .Also a manuel change could be done at a date late in the game. Something to tell the AI its losing the game.
Originally posted by E
I updated the language files too.
You should submit them to the resporitory if they aren't already updated.
Originally posted by Protra3211
Without using a pile of cheats.
I just looked into the DiffDB.txt E provides. And that isn't the one we have in the code base and it contains a pile cheats starting on hard level. Well if you like this then there is no problem but at least you should know.
I see what you mean Martin. But I checked with the other mods like Apoltyon Pack for CtP2 and the numbers in the DiffDB file are the same. Except the technology numbers which are unchanged from 1.11 version.
But the AI is doing a beter job of building up its empire.
Had 2 AI factions build over 40 cities.They are expanding and producing more units. AI war tactics are fair in the late part of the game. Might be due to having too many targets to pick from.
Well lets see how 630 build fairs.Thank you Martin.
Originally posted by Protra3211
Well lets see how 630 build fairs.
Well I rather prefere a build from revision 632. So I proudly present a new playtest from August 26th 2006 Revision 632.
Since E's additional text file modifications are not in the respisitory - they aren't included. But of course you can use his text files if you like. Maybe I should put them into a scenario so that we can compare them.
This version of the Apolyton Edition was compiled by using Visual Studio 6.0 Professional including service pack 5. This means you don't need any additional *.dlls and all the possible compiler optimisations are used. This means this version is optimized for speed memory usage and file size.
All you need are thes three files. I redid them all since I don't know whether the content in comparision to John's version is changed:
Edit: Removed link. The latest version of the Apolyton Edition can be found here.
Here is the brief changelog since revision 619 from the readme:
Code:
2006-08-26 (Revision 632)
Fixed: Missing wonder started messages
Fixed: Broken city happiness display
Fixed: Autosave - Quicksave permutation
Added: New database flags for modders:
- DifficuiltyDB
AIFreeUpgrade Difficulty allows the AI to upgrade its units for free.
AINoShieldHunger Difficulty maintains AI armies without shields.
AINoGoldHunger Difficulty maintains AI armies without gold.
GoldPerUnitSupport Difficulty adds this * GoldHunger * wages * readiness per unit.
GoldPerCity Difficulty adds this * cities * CityLimit
- TerrainImprovementDB
CanBuildWasteland TerrainImprovement can be built in unowned territory.
CanBuildAlly TerrainImprovement can be built in terrotory of your
allys. No idea what the sense behind this is, because
you can build you TerrainImprovements in the territory
of your allys anyway.
I've just tried installing the latest playtest but I get this error everytime I try to start the game. Clicking OK exits the program. I have reinstalled the game, installed the patch and then added the playtest. The game loaded fine at both the unpatched state and the patched state but not with the playtest.
If you can understand that can you help me find what's not working?
Comment