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PROJECT: Playtest (Thread No. 6) -
Apolyton Civilization Site
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
Originally posted by Maquiladora
When they spawn in open view it's really difficult to be prepared. I've started to garrison each city with 3 or 4 modern units now (before I would only use 1 warrior in every city...).
Maybe your Barb settings are too high, but on the other side where would be the challenge. And certainly you shouldn't guard your cities in modern times just with warriors.
Originally posted by Maquiladora
Another small bug: when a unit is "asleep" if you press "f" to fortify, the unit doesn't fortify, just stays asleep.
Will they be fortified on the next turn? I guess the sleep flag isn't cleared, but they are still being fortified. Let's see when I look into the code.
Maybe your Barb settings are too high, but on the other side where would be the challenge. And certainly you shouldn't guard your cities in modern times just with warriors.
I always play on the highest difficulty and barbarians, it's just difficult when they spawn outside the fog, fun though.
Yeah, the game was obviously too easy if I could guard all my cities with 1 warrior all game.
Will they be fortified on the next turn? I guess the sleep flag isn't cleared, but they are still being fortified. Let's see when I look into the code.
I waited a couple of turns and it still stayed in sleep mode.
The little "F" that appears under the unit when you command it to fortify doesn't appear either, so I guess the command just doesn't work when it's sleeping.
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 EPW
Is it intentional that you cannot terrform until agricultural revolution?
No? You should be able to remove forest/jungle for plains right from the start. You can't change grassland to plains until agricultural revolution though.
All the other changes are in the readme in the scenario folder.
Also, the potato resource is commented out of teh goods.txt in the AE mod, so there is an error when loading it.
Yeah I noticed that too. In fact goods.txt includes some experimental stuff (tradefood, only advances allowing access to certain good bonuses), I assume E put it in. I would rather just use the original goods.txt in the AE Mod, because these are undocumented features in the game and can be confusing at the moment.
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.
No? You should be able to remove forest/jungle for plains right from the start. You can't change grassland to plains until agricultural revolution though.
No? You should be able to remove forest/jungle for plains right from the start. You can't change grassland to plains until agricultural revolution though.
Originally posted by EPW
Also, the farm under city bug still seems to be present?? I thought that was one of the first things fixed?
More of an exploit I guess, but I think improvements should be removed once the city is built on top, to prevent cheats
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 think we were getting around to naval units before things slowed down in the forum, I might revive the thread when I have time.
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.
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