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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
Well, you can put more soldiers than horses in a trainwagon, and if you can get all your soldiers peddling to generate energy to make the train go faster, they might be able to output more power per wagon than horses could do, since they'd need something larger like threadmills.
Originally posted by Blake
That's how it works in SMAC.
Didn't SMAC roads give a mineral bonus in certain cases?
<Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running. Play Bumps!No, wait, play Slings!
So the rail bonus won't be very big for units with a base move of 2 right? Since I think there's a tech that makes roads give a 4x bonus, the rails will bump their movement from 8 to 10.
Originally posted by ixnay
What it sounds like to me is that roads offer 3x and 4x movement while railroads offer 10 movement regardless of the movement value of the unit - which makes sense.
I guess you're right. This will teach me not to post before my second cup of coffee.
BTW, from the new IGN screenshots (cavalry, modern armor) it seems that no land unit has a movement rate greater than 2.
And does anyone know what the 'mobility' promotion ('-1 terrain movement cost') does exactly?
"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
Originally posted by lockstep
And does anyone know what the 'mobility' promotion ('-1 terrain movement cost') does exactly?
I'd guess it's like this: You have a 2 movement unit. Let's say mountains require 2 movement. With this promotion, you are only using 1 movement on the mountain passing. Does that sound plausible?
Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10 I praise you because I am fearfully and wonderfully made - Psalms 139.14a
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"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
IIRC, the +1 tile movement on roads with engineering appears on a screen for this tech. As for 'why not 2 and 3' - I don't have an answer right now.
"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
Originally posted by GeoModder
Yep, in a rocky tile with a mine on... +1 mineral.
they did not.roads removed a 1 mineral penalty for a mine without road
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''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''
Railroads have a constant movement of ten. I wonder if I can dig up the threads in which I made that suggestion. w00t. Not that others didn't make it as well.
But what about movement points remaining after you move the unit on the railroad- i.e.: I move a horse unit 5 squares on a railroad. How many movement points do I have left if I then move the unit off the railroad? (and onto a road, potentially?)
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