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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
Originally posted by E
anyone have the sap2 advance.txt? I can just put in the game (and my next build).
But it doesn't add or delete any advances right?
There was an Apolyton advance at the bottom but i removed it.
The only other differences I can see are the Nationalism and Fascism advances, and the costs of advances increases as the game goes on. Something similar to Ancient x1, Classical x2, Modern x3, Future x4 from the original costs.
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.
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 HuangShang
mass media makes it the last one right? I think we should still make it (usually) the first one
I personally think, as I stated before, making Nationalism the only requisite (another advance is fine, probably something earlier), Fascism is just a watered-down version of Communism, the only special about it is the Fascist.
EDIT: Well i've changed advances.txt from gamedata the following way:
I personally think, as I stated before, making Nationalism the only requisite (another advance is fine, probably something earlier), Fascism is just a watered-down version of Communism, the only special about it is the Fascist.
Hopefully we can discuss the governments eventually too. I like using Theocracy for Clerics, but the government is poor
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.
for governments there are some unused things that can be adjusted. in my Call2Civ mod I adjusted the Unit Rush Gold values because not only is that used for rushing its also used for upgrading. Also adjusting the wonder rush (too very high so there isn't much rushing) is recommended but it could be lower for things like fascism (the nazis were into monuments). So we should probably look into balancing govts better and setting them up along the lines of the three main resources food, production, and gold.
democracratic type should have better gold bonuses
communist 9think stalin and china) should be better at production
theorcracies and monarchies should have better food bonuses (massive populations growth in those countries)
hey I just ran into something I never heard of before so thought I might as well mention it in case it is not a know issue. It appears that there is still a "maphack" in the game, but slightly more subtle than the old right click. When I click on an unoccupied tile while a unit is already selected, it should deselect my current unit. The problem is that it does not matter whether you know if the tile is occupied, clicking a tile with foreign units will keep your current unit selected and thus revealing their positions.
On governments, I think it is very interesting we can change those things based on government, definitely makes governments more interesting than rushing Ramayana and going republic-democracy.
Originally posted by LemurMadness
Uhm, I guess the Diplomacy Proposal screen is just a little... big.... doesn't fits well in my screen...
Lemur I have shrunk down the window size to be the same size as the intial diplo screen (which I assume you had no problem with.
Here's a screenshot and a hint of what will be in the next build. I created diplomat flags that match the unit flags. i figure since they are flags it will be neutral instead of putting my diplomod images in (which are now too big so i'm taking down)
Not sure if there's a good reason for this but why can't I assign more than 1 specialist at a time? I'm guessing it's because of there only being 1 worker but what are my other citizens doing?
This is the new advancelists.txt. AI seems to have improved somewhat, especially changing governments earlier, and reaching landmark unit advances earlier.
I've left Iron Working early, for the possibility of a more useful unit before Monarchy being inserted there. Otherwise i wouldve put it way after Monarchy.
Theology is also close to Republic, for those civs that might go into Theocracy instead of Republic. Fascism is moved to where it would be with the new advance.txt from SAP2.
All personalities have the same list at the moment, but im going to tweak the others aswell. Although i cant see them changing much, defence and modern units are still crucial for scientific civs for example.
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've done some research into my above problem. It seems that every time I build a settler my city's population falls by 1 (I believe this is a feature) but the number of workers+specialists falls by 2. This means that after building too many settlers you can get cities with citizens and no workers which then happily starve to death.
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