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 Lord Nuclear
Just for my curiosity, who here is interested in helping with the AI mod?
i'm definately going to be tweaking around more sooner than later. but first i'll try vanilla. i ruined my first months of civ3 because i modded too early on.
now i'll want to know the game mechanics before i go "fixing" (more likely worsening) stuff.
but in regarding AI mod: there will probably be many mods in the future "creation" forum. some will make barbarians tough as hell, others will make the AI more effective in attacks and again others will probably optimise the AI value system in direction of builder/warmonger/whatever
i remember in ptw having the koreans be powerful in most of the games (good builder traits) but they were always crushed easily when i used high AI aggression mods.
so what i'm saying: let's not be too premature with an official mod. in the ideal case the out-of-the-box version (or at least after the first 2 patches) is perfect already
- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
Originally posted by sabrewolf
let's not be too premature with an official mod. in the ideal case the out-of-the-box version (or at least after the first 2 patches) is perfect already
Civ4 may be more balanced out of the box than Civ3 (at least Firaxis hired far more beta testers), but I'm sure that the people here at Apolyton will generate a lot of ideas how to tweak the game to make it still better. In my ideal case, some of those tweaks will make it back into the stock version of the game via patches or expansions. C3C adopted about a dozen changes that had been incorporated before in the AU mod version of PtW (e.g zero-range bombardment ability for archers).
"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
*"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
Wait for a bit AFTER the release, I agree we should get ideas going but an AU mod is gonna take some time for the game to sink in
*"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
Originally posted by UnOrthOdOx
But the AU doesn't neccessarily need a MOD to get going.
Fine by me I always played the standard games anyway
*"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
Originally posted by Lord Nuclear
May I ask why? Was there something about the AU Mod that you didn't like?
No it was fine but I used AU to help my regular game playing since I was in a lot of demo games. So I wanted to work on the principles in a "normal game". Thats just me though.
*"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
Originally posted by Fried-Psitalon
You guys don't mind guest lecturers from time to time, do ya?
Nope welcome back.
*"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
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