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 lockstep
Civics (...) but I know how I missed SMAC's social engineering when I played Civ3.
This is one of the features I was missing the most in Civ3... after I discovered SE in SMAC (I didn't play SMAC until a couple years after the release of Civ3)
@Xorbon: And, I hope anarchy has been toned-down a lot from Civ 3.
I never cared much for that either, but after reinstalling Civ2 lately and playing a game I must say I prefer the way Civ3 handles government changes. In that game I changed from monarchy to republic, and the turn the new government was in place, I lost all my settlers and most of my units - I had completely forgotten about that... in Civ2 when a city cannot support a unit it is simply disbanded.
I think the civics are a good thing - it allows for much more customization than single governments, which makes the choice also a little more personal.
"Give me a soft, green mushroom and I'll rule the world!" - TheArgh
"No battle plan ever survives contact with the enemy." - Murphy's law Anthéa, 5800 pixel wide extravaganza (french)
Originally posted by Tiberius
I have to say that I really agree with Maquiladora on this one. If moddability turns out to be civ4's best feature, it means that the vanilla game would really suck and it needs other people to make it good.
It's not that vanilla civ will be bad. I think it will be OK, but what is wrong with "other people" making it great?
Moddability isn't just useful to repair a broken game (CtP2), it's also useful to create scenarios (Civ2). Civ2 ToT has a much more powerful scripting language than Civ2 and the corresponding scenarios are better. So moddability means ability to get mods, but also scenarios.
Clash of Civilization team member
(a civ-like game whose goal is low micromanagement and good AI)
web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)
It's not that vanilla civ will be bad. I think it will be OK, but what is wrong with "other people" making it great?
Id rather all the major parts of the game work perfectly (including MP), this builds the community and people stay with the game, then you start to think about moddability.
If a core component of the game is found to be broken after the patching process, that modding cant repair, what you have is a broken game, great modding, but a very small audience.
I dont expect a situation similar to CtP2, (that was a unique situation involving the company), but youve got to wish for a perfect base before you think about modding IMO.
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.
Having read the new Gamespot preview, "death of ICS" (by introducing city maintenance costs) is also a feature I'll be very happy about.
"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
ICS?dead? right,next your gonna tell me they found a garden gnome on pluto
if you want to stop terrorism; stop participating in it
''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''
I suspect if you're capable of extorting quite an amount of gold from another civ each turn you could fund an ICS... how many times is that gonna happen?
He who knows others is wise.
He who knows himself is enlightened. -- Lao Tsu
Some time ago, I e-mailed with the idea that Unit properties might change with *where* they are. FX, under Fedual Type Govts., Units are free within your borders, but cost outside them.
Guerillas move extra, and or evade, but only within your borders.
Conscripts improve more easily within, Crusaders outside your borders.
The system alreday tracks Units for war weariness. Why not for other properties?
A major bugbear is the fact that ship to ship actions do not allow for multiple attacks.
A modern destroyer fights a fleet of galleys. Instead of scattering them, it all has to be one at a time.
A Battleship, which in 20 mniutes can detroy dozens of smaller craft, sinks a solitary destoyer and then watches as a whole fleet sails away.
A modern destroyer fights a fleet of galleys. Instead of scattering them, it all has to be one at a time.
A Battleship, which in 20 mniutes can detroy dozens of smaller craft, sinks a solitary destoyer and then watches as a whole fleet sails away.
install the Naval Mod
people will mod these defincies away,slowly. i dont expect to play the game much at all,in its original version
if you want to stop terrorism; stop participating in it
''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''
I would rather vote for something such as "a spanking new population model" or "a completely revised tech advancement model."
However, it appears that modding is the thing to settle for on the list.
Originally posted by Cataphract887
people will mod these defincies away,slowly. i dont expect to play the game much at all,in its original version
That depends on whether this is hard coded in the game engine.
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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