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
Just installed and played a couple hundred turns as a few different countries. I'm not a glutton for punishment so I'll probably stick to the big 4 (England, France, Spain, Portugal).
The others are probably too be a challenge for me. I've played the most as English so my comments will be focused on them. I quickly became unhealthy but I think that is the point.
HAve you put any thought into working in the Coffee, Tobacco, Salt mods? The first two would probably make a lot of sense.
I was also disapointed that the Native Americans were automatically Furious. I think a more neutral starting stance might work better. Give the player a chance to decide the details of that relationship. Either attack them for their cities, or try to work alondside them. It's probably more work, but different North American tribes might be more accurate. If you ally with one, the other becomes bad at you.
Here is a longbowman reskin for Wyz sub's NDN mod. The reskin for the longbowman was taken from a group of pictures on a mohawk website.The archer and warrior reskins are general native american. enjoy.
I darkened the archers quiver belt like in the pic by hells angel.
These files are only...
He who knows others is wise.
He who knows himself is enlightened. -- Lao Tsu
I have only had a chance to read through the thread, I have not yet played the mod, but while reading through I had a few thoughts, questions, and suggestions.
Space Ship Victory
Have you considered some sort of "Space Ship Victory"? It would be cool if rather than building space ship parts you were able to "build" the Founding Fathers, a return to the original Colonization, and when you had built the prerequisite number of FF's that would trigger a revolution event.
I would have to read through my old Colonization dumentation to confirm what triggered the appearance of FF's in that game, but I think it was basically just unhappiness levels. I know that the player could play to either promote the revolution or try and subvert it. It's been a while since I've played the game though, so my memory is a little fuzzy.
Naval Power
Spain was the major naval power up until the defeat of the Armada in 1588. The defeat of the Armada also helped the protestant movement across Europe as Spain was staunchly Catholic and England was by this time Anglican.
Even after the success of 1588, it wasn't until 1692 that England began to assert her own naval dominance, and then only after the Glorious Revolution saw a Dutch Nobleman placed on the English throne effectively disarming the conflict between the English Navy and the then more powerful Dutch Navy.
Some possible Ship types: Caravel - Faster in coastal waters than Carrack Carrack - Available at the same time as Caravels, larger therefore hold more cargo Galleon - Upgrade from Carrack and Caravel East Indiamen - Upgrade from Galleon Sloop - Upgrade from Caravel Brig - Upgrade from Carrack Sloop-of-War - Upgrade from Caravel Gun Brig - Upgrade from Carrack Frigate - Upgrade from Brig Ship-of-the-Line 3rd Rate: 64 to 80 guns, typically built with two gun decks - Most popular of the Rates because it is easier to handle yet carries enough firepower to destroy almost any single opponent Ship-of-the-Line 2nd Rate: 90 to 98 guns, typically built with three gun decks - second-rates were sometimes criticised for being slow and hard to manoeuvre but could carry a much larger crew than third-raters Ship-of-the-Line 1st Rate: 100 guns or more, typically on three gundecks - First-rate vessels carried over 850 crew Although normally very powerful, first-rates tended to be slow and invariably expensive to operate. For stability, the lowest gundeck had to be very close to the water, and in anything but calm water the gunports had to be kept closed, rendering the entire deck useless. As a result, the few first-rates were typically reserved as commanding admirals' flagships. Super Frigate - Requires New World Timber and new design - diagonal cross-bracing of the ship's skeleton contributed considerably to the ship's structural strength
Pirates & Privateers
It would be great if we could capture enemy units. But unlike how in C3C captured units converted into some other type of unit, the captured unit should remain the same type of unit it was prior to be captured.
Natives
As was mentioned above, I think it is important that early colonization should be quite difficult, especially in certain areas of the map where the native tribes were less welcoming, vice, for example the North East region where the tribes were, at first, more accomodating.
I don't think the natives should start out hostile, but cautious would certainly fit the bill. Consider that the French were able to develop quite amicable relations with the native tribes and developed military alliances with them to fight the English. Certain actions, like failed religious conversions should affect relations negatively.
Native units should start with Woodsman I and Guerilla I, and possibly City Attack I, though the last may be too much. Natives should not get firearms unless traded for. It would be cool if we could set it up so that if a non-gunpowder unit were to defeat a gunpowder unit the victorious unit could capture the weapons and in so doing, become a gunpowder unit.
The dutch flag is a bit confusing. Since the stripes are vertical it looks like the french flag. What about using the orange flag that they use in Pirates.
*"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta
*"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta
i have not tried the MOD yet but i am looking forward to trying as i was original Civ and Colinisation fan on my old AMIGA 1200 (4DISCS HAD TO KEEP SWAPPING AND LOADING)
now playing CIV4 and finding this little gem combining both.
Just an idea for the New World eventually they become independant so maybe their could be a revlution in your New world cities and you would have to re-conquer them.
Also i beleive that the Old world powers also had a rule where that anything that happened in the New world it did not initially mean it would affect the Old. An example if an English colony attacked a French it would not nesseraly mean war between Eng and France. There was a line drawn and if anything happened new world side no prob. I might not be 100 percent accurate but that was the rule.
You're thinking of the Treaty of Tordesailles, which was a Papal decree splitting the new world between Spain and Portugal. Basically, if another nation settled in those areas of influence, then Spain or Portugal could just walk in and take over without consequence. When England and other nations turned non-Catholic, those nations said the treaty didn't apply to them anymore.
Ah ha sounds right. I did not realise that it was a Catholic treaty and like you said when a nation like England became protestant the treaty became void. I suppose that in the New world it was a tough enough struggle without a mojor Home nations war. Just a question were in Last of the Mohiqins (sorry spelly) the French and English were at war were they at war in the Old World?
Also i am having problems playing AoD I have installed in Civ4 root its there in mod section, i select and it reloads but a cant
seem to start a game, help please i wanna play!!!
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