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.
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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
If it adds something different and the AI can use it (or at least deal with it) then we should at least put it in to be tested.
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.
What would be the religious unit to do the converting? The Cleric? Meaning you could only spread a religion under Theocracy.
Televangelist could be the late game equivalent but not dependent on Theocracy.
Also how do you get a holy city/start a religion?
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.
we would have to change the cleric from govt only..or make a missionary unit.
how do you get a religion...
I forgot. I have code that specifies whether a unit, wonder, or building, can be built if you have achieved a feat or if ANY player has achieved a feat.
so...
1) the player [or if we choose any player] has discovered a technology
2) that technology enables a holy city wonder
3) who ever builds the wonder first founds the new religion
4) holy city wonder has ActualBuildingeverwhere that builds the eligious buildings
5) the missionary unit can only be built if you have that religious building in a city
I have code that specifies whether a unit, wonder, or building, can be built if you have achieved a feat or if ANY player has achieved a feat.
So we have lots of options. Do we copy Civ4 or do we go for something completely different?
My preference is something playable, but different to Civ4, and somewhat realistic. In that order.
First how many religions will there be? I've seen some text somewhere that looked like many more than Civ4. This might restrict our options for giving them out if we have say 10 religions, you can't have 10 advances giving them out, just too many for the current tree IMO. There would be cramped areas, and civs picking up many religions.
If it's many religions then maybe it should be chosen randomly when a civ discovers the Religion advance. Tell the game to assign only half the possible religions as the total number of players (or something), so we get guaranteed conflicts, as that's what makes it interesting.
Tell me if I'm on the right track or not. Perhaps I don't fully understand the system.
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.
According to the description of how TradeFood works here the tile still gets the 20 food (until you trade it away), but when you check the terrain with right-click it only shows +5 gold for the wheat.
I haven't actually checked if the city does get +20 food, but I assume it works.
The feature also needs some more feedback in-game too, to let the player know they can transfer the bonus by trading it to another city. At least a GL entry or something.
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 have mixed feelings about the terraforming changes, obviously it could be abused, but its also fun to build super-production cities. Perhaps increasing the PW cost to build a hill or a mountain may be a better solution.
On the other hand, the AI can't use it and probably will never be able to use it effectively. And its not very realistic to build a hill and then mine it...
Yeah I know, it gave more options to customise your city, terraforming mega-production rings.
I think the game needs more ways to specialise cities, but it's got to be somewhat realistic and the AI needs to keep up with it.
For example:
The science city:
Specialist style: early in the game you use scientist specialists
Commerce style: then later as better commerce tile imps become available and governments with a higher science tax are discovered its all about the commerce collected...
I like this because it uses both styles of play, but it's usually the end of scientists in ALL your cities once you get Democracy and shopping malls, which is a shame.
The AI is also totally clueless about maxing it's science. It adds a scientist or two but not actually realising how much it's losing in growth and production, and it's science comes mostly from commerce it collects.
You could allow both styles of play near the beginning of the game (Republic being the first high science tax government, trading posts also become useful!), and tell the AI to stick purely to commerce style all the way through the game, using only farmer specialists (to meet growth minimums).
The hard part is making neither style the best style for EVERY type of city.
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.
Improvements as in city buildings? It would help sustain the specialist style throughout the game, probably be more the route the "builder" would take, say if you needed a University (which itself requires an Academy) to get better scientist specialists.
While the warmonger gets advances from capture, and the economic player uses commerce improvements (science tax) for science, interesting.
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.
OK for the moment I removed the experimental TradeFood stuff (see post above) until it works properly. I will test it again at some point, and I also want to fully test the religion stuff.
I removed the flags in diffDB now that they are in the rules window anyway (AI production/gold deficit stuff and increased barbs).
There is some other stuff like the elephant warrior and scout etc that I might remove now we aren't using it either, but for the moment it stays unused.
And finally I need to fix some of the GL unit icons, because I made some poor ones last time, but I don't have time for it yet.
Martin, could you please replace these two files with the two attached? Both in ...\Scenarios\AE_Mod\scen0000\default\gamedata.
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 been playing with a modified version of the AE Mod/SAP2.
After a lot of test games it appeared a lot of the new stuff didn't really add anything, and actually made the game more complicated for no reason. Like the new units (Musketeer, Legion etc), there wasn't enough time to build them all, and I didn't want to adjust the length of the game just to accommodate them.
This AE mod is more similar to Super Apolyton Pack 2.0, especially in diplomacy, upgrade paths, and lots of other little things from const.txt.
Things that remain different from SAP2 are the wonders, because the original wonders really unbalance the game, I found no way around this. If you don't want to use these new wonders just delete wonder.txt from \AE_Mod\scen0000\default\gamedata.
I didn't use the increased advance costs from SAP2. I thought the game was far too long at 600-700 turns. It's now more like the original game around 500 turns.
Some terrain values I didn't use from SAP2 either, like no production on beaches, as this was quite damaging to the AI. I also increased production on grassland slightly like Call to Conquest mod.
There is some SLIC included to help the AI build tile imps better, some of them might be quite slow (and need improving perhaps) on old computers, but it was fine on an AthlonXP 2000 (1.6ghz) with 8 AI's on a gigantic map.
version 0.02
The "Apolyton Edition Mod" is the combined efforts of the posters at the Apolyton CtP2 sourcecode forum (http://www.apolyton.net/forums/forum...s=&forumid=213) to rebalance the game and improve the AI, while keeping as close to the original gameplay of CtP2 as possible.
AE Mod is based on the orignal Super Apolyton Pack 2.0 mod with some other tweaks mainly to wonders, and with all the improvements from the Apolyton source code project.
Extract the "AE_Mod" folder to your CtP2 "Scenarios" folder.
GENERAL CHANGES:
================
modified turn lengths to match scientific timeline better.
diplomacy has been made slightly harder for human-to-AI, and slightly easier between AI's.
AI now builds more commerce improvements and farms, and no mines on flat land.
trade is slightly more profitable and less caravans are required, like SAP2.
ADVANCES:
=========
changed:
Fascism - requires Nationalism + Mass Media (was Gunpowder + Theology)
Nationalism - removed Fascism as prerequisite
BUILDINGS:
==========
changed:
aqua filter - maxpop +14 > maxpop +6
hospital - maxpop +0 > maxpop +8
forcefield - now does not require city walls to build
---
the following are the maximum city sizes where there is NO overcrowding effects:
no buildings = size 4
with aqueduct +6
with drug store +4
with hospital (requires drug store) +8
with arcologies (requires aqueduct) +8
with aqua filter (requires aqueduct and arcologies) +6
with incubation center (requires drug store and hospital) +12
with body exchange (requires drug store, hospital and incubation center) +12
*** with all above buildings the maximum size with no overcrowding is 60.
the following are the maximum sizes for cities, this is where growth STOPS completely, with or without overcrowding:
no buildings = size 18
with aqueduct +14
with hospital (requires drug store) +8
with arcologies (requires aqueduct) +14
with aqua filter (requires aqueduct and arcologies) +6
*** with all above buildings maximum city size is 60.
---
TERRAIN:
========
type : food/production/commerce - terraform add/remove advance > changed to
for example, to terraform a terrain TO forest it now requires conservation (was agricultural revolution).
and to REMOVE a forest it now requires toolmaking (was agricultural revolution).
fascist - 25/35/15 > 35/40/20
mobile SAM - bombards land, sea and air (not just air).
sea engineer - settle size 1 > 3, now creates the buildings in a new city (like urban planner).
Televangelist - can be built by any government (before was just in Theocracy, and never got built).
Aristotle's Lyceum - does not obsolete > obsolete at Classical Education.
Central Matter Decompiler - "building everywhere"(Matter Decompiler), costs 20,000 > costs 30,000. (still needs better fix)
Chichen Itza - does not obsolete > obsolete at Theology
Field Dynamics Lab - +35% science > +10% science
Genome Project - +10% prod., +10% health (+1HP) for units. > only +10% health for units.
Globe Sat - costs 12,400, does not obsolete > costs 18,600, obsolete at Nano Machines.
Gutenberg's Bible - +2 happiness, eliminates conversion > only gives "Eliminates conversion"
Internet - "building everywhere" (Computer Center) > +20% science, obsolete at Space Flight(Orbital Laboratories)
Penicillin - does not obsolete > obsolete at Gene Therapy.
Ramayana - +3 happiness > +1 happiness, obsolete Age of Reason
The Agency - does not obsolete > obsolete at Neural Interface (Cyber Ninjas).
The Appian Way - obsolete at Age of Reason > obsolete at Railroad
The Eden Project - destroy 3 most polluting cities > destroy only 1.
World Peace Center - added increase regard (+50%), as it says in GL. ("embassies even in war" may still be overpowered though)
Zero Crime Bill - -60% crime > -30% crime, obsolete at Neural Reprogramming
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.
And the game crashed, 645BC while I was invading a neighbor. I believe it crashed during the neighbors turn, though it is hard to tell with 31 civs. I Added .txt extension so I could upload it without zipping.
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