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
Revision 1091: The AI sieges cities from an overall list, instead of sieging those that are closest to most of its units:
Removed a useless assertion failure:
modified trunk/ctp2_code/gs/gameobj/ArmyData.cpp
Fixed a crash:
modified trunk/ctp2_code/ai/diplomacy/foreigner.cpp
Discovery diplomatic and discovery economic personalities do not protect empires with only one city empires if their regard is too good:
modified trunk/ctp2_code/ai/diplomacy/diplomat.cpp
Increased the likelihood that the AI settles in cities:
modified trunk/ctp2_data/default/aidata/strategies.txt
The AI sieges hostile cities based on a global strategy instead of sieging those that have the most units nearby, which may change when the units come closer:
modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
modified trunk/ctp2_code/gs/newdb/goal.cdb
modified trunk/ctp2_data/default/aidata/Goals.txt
Revision 1092: Upgraded units gets now room for cargo if they should have and the original unit had no cargo.
Some cleanings:
modified trunk/ctp2_code/gs/gameobj/ArmyData.cpp
The game does not crash if the AI tries to move cargo to a cargo helicopter if the cargo and helicopter are on the same tile:
modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
If a unit without room for cargo is upgraded and the new unit type has cargo, then the upgraded unit gets room for cargo:
modified trunk/ctp2_code/gs/gameobj/UnitData.cpp
Some cleanings:
modified trunk/ctp2_code/gs/world/MapPoint.h
modified trunk/ctp2_code/robot/pathing/TradeAstar.cpp
modified trunk/ctp2_code/robot/pathing/astar.cpp
modified trunk/ctp2_code/robot/pathing/Astar.h
64 bit preparation fixes:
modified trunk/ctp2_code/ui/aui_utils/primitives.cpp
The final with logging version compiles again:
modified trunk/ctp2_code/gs/fileio/GameFile.cpp
Fixed AI avoid danger pathing and fixed an AI rollover ZOC problem:
modified trunk/ctp2_code/ai/strategy/squads/squad_Strength.cpp
modified trunk/ctp2_code/ai/strategy/squads/squad_Strength.h
modified trunk/ctp2_code/robot/pathing/robotastar2.cpp
modified trunk/ctp2_code/robot/pathing/unitastar.cpp
modified trunk/ctp2_code/robot/pathing/UnitAstar.h
The AI now uses transporters for targets on the same continent that cannot be reached by land travel.
The AI now conquers cities if it has a big stack adjacent to a city, even if it has only two third of its units.
The AI now considers cities to conquer that are land connected to its empire with higher priority.
The AI now considers cities to conquer of empires with less than three cities with higher priority.
modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
modified trunk/ctp2_code/ai/strategy/goals/Goal.h
modified trunk/ctp2_data/default/aidata/Goals.txt
modified trunk/ctp2_code/gs/newdb/goal.cdb
modified trunk/ctp2_code/gs/gameobj/Player.cpp
modified trunk/ctp2_code/gs/gameobj/player.h
modified trunk/ctp2_code/robot/pathing/CityAstar.cpp
modified trunk/ctp2_code/robot/pathing/CityAstar.h
modified trunk/ctp2_code/robot/pathing/Path.cpp
modified trunk/ctp2_code/robot/pathing/Path.h
Revision 1096: The AI now goes for its weakest enemy with higher priority:
Some cleanings:
modified trunk/ctp2_code/ai/ctpaidebug.cpp
modified trunk/ctp2_code/ai/mapanalysis/settlemap.cpp
modified trunk/ctp2_code/robot/pathing/Astar.h
Made MapPoint::IsValid useful:
modified trunk/ctp2_code/gs/world/MapPoint.cpp
The minimap shows the diplomatic stance correctly even if you recenter the map:
modified trunk/ctp2_code/ui/aui_ctp2/radarmap.cpp
Prepared game for new empire center calculation:
modified trunk/ctp2_code/ai/ctpai.cpp
modified trunk/ctp2_code/ai/mapanalysis/mapanalysis.cpp
modified trunk/ctp2_code/ai/mapanalysis/mapanalysis.h
modified trunk/ctp2_code/gs/gameobj/Player.cpp
modified trunk/ctp2_code/gs/gameobj/player.h
modified trunk/ctp2_code/gs/utility/gameinit.cpp
modified trunk/ctp2_code/gs/world/cellunitlist.cpp
modified trunk/ctp2_code/robot/pathing/CityAstar.cpp
modified trunk/ctp2_code/robot/pathing/CityAstar.h
The AI now prioritizes its weakest enemy for conquest higher:
modified trunk/ctp2_code/ai/diplomacy/diplomat.cpp
modified trunk/ctp2_code/ai/diplomacy/Diplomat.h
modified trunk/ctp2_code/ai/strategy/goals/Goal.cpp
modified trunk/ctp2_code/gs/newdb/goal.cdb
modified trunk/ctp2_code/gs/gameobj/Player.cpp
modified trunk/ctp2_code/gs/gameobj/player.h
modified trunk/ctp2_data/default/aidata/Goals.txt
Updated Chinese text files with additional strings, so far only in English:
modified trunk/ctp2_data/chinese/gamedata/add_str.txt
modified trunk/ctp2_data/chinese/gamedata/cht_str.txt
modified trunk/ctp2_data/chinese/gamedata/civ_str.txt
modified trunk/ctp2_data/chinese/gamedata/cut_str.txt
modified trunk/ctp2_data/chinese/gamedata/dip2_str.txt
modified trunk/ctp2_data/chinese/gamedata/dip_str.txt
modified trunk/ctp2_data/chinese/gamedata/exp_str.txt
modified trunk/ctp2_data/chinese/gamedata/feat_str.txt
modified trunk/ctp2_data/chinese/gamedata/gl_str.txt
modified trunk/ctp2_data/chinese/gamedata/Great_Library.txt
modified trunk/ctp2_data/chinese/gamedata/info_str.txt
modified trunk/ctp2_data/chinese/gamedata/junk_str.txt
modified trunk/ctp2_data/chinese/gamedata/ldl_str.txt
modified trunk/ctp2_data/chinese/gamedata/Strings.txt
modified trunk/ctp2_data/chinese/gamedata/strings_to_add.txt
modified trunk/ctp2_data/chinese/gamedata/tips_str.txt
modified trunk/ctp2_data/chinese/gamedata/tut2_str.txt
modified trunk/ctp2_data/chinese/gamedata/tut_str.txt
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