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
Originally posted by falloutrose
thank you but the world editor bug was not corrected an now i have errors with the city expaniosn mod
Did you try to reload slic, if not here again: Open the chat window by typing the apostrophe key (') for instance and inter: /reloadslic
Originally posted by falloutrose and i habe a question can the playtest bring the space and thronroom from cpt1 back ?
If you have a lot of free time and programming skills then you can reimplement space and the throne room. Otherwise I have to tell you that the playtest does not have these features.
Microsoft's implementation of std::exception is nonstandard (figures...) - it doesn't accept a string constant, except in the MS implementation.
I've merged gfx/gfx_utils/colorset.h into my local linux working copy, and worked around this problem by using std::runtime_error instead of std::exception (and also including <stdexcept>).
This seems to be more portable to me, but I don't have a Windows box to test it on. Would someone care to try making those changes to gfx/gfx_utils/colorset.h and seeing if it still works as before? If it works ok, I'll commit it.
Your modifications in colorset.cpp work fine with MSVS 2005.
[OT]
What is the reason that the standard doesn't accept a parameter for the exception constructor? Since what() is declared in the base class, it looks logical to me - and Dinkumware, apparently - to have some way to set the string there as well.
[/OT]
In the standard, what()'s return is unspecified by the default constructor, and is defined in derived classes. Or so I understand... I didn't dig into it in great detail, just found a blog posting where someone had experienced the same problem porting from MSVC, and had found the solution.
I'm unsticking tthis thread since I haven't been able to maintain it. in the future I'll try to do the bug report tracking in the playtest thread since most activity is reported there.
I didn't know where else to post this question, so I'm posting it here.
How do I modify the path displayed for a unit?
I fixed the MoveBonus flag for units.txt so units don't turn invisible (negative move points), and they have the correct movement too. But the path colour is wrong.
For example, the standard warrior with MoveBonus 33 (all as roads), after it moves one square the path turns yellow, but obviously the unit can still move two more squares, so it should be green. It needs to "see" every land tile as a 33 move tile effectively.
I tried to modify UnitAstar::ComputeValidMovCost but it had no effect, so I don't know where the right point to fix this is.
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 didn't know where else to post this question, so I'm posting it here.
I tried to modify UnitAstar::ComputeValidMovCost but it had no effect, so I don't know where the right point to fix this is.
Maybe next time you should modify the display stuff. Check out revision 840 you should get some idea.
I am trying to get "turnlength.txt" to be loaded if present in the gamedata folder or the ruleset gamedata folder. Now, I got it to load if its in the default gamedata folder with the code below, but I am at a loss to get it to load a "ruleset" gamedata folder:
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