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.
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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
You know, Urban.. You really didn't have to pick my post apart like that, hell that last paragraph was me just being flippant. You don't understand what I'm saying, maybe thats my fault, but that doesn't warrant a post flogging by one of the "elites"
Ok, My beef with the interface, particularly unit control is with the grouping system. My biggest issue is that the game shows no indication of what units are grouped to who, you have to click on them to find out, and then thanks to the itty bitty scroll window, you have the sift around just to figure out whos "sticky" with who.
I think you can also hold down ctrl to selectively select.
You Think??? I think I can take down 10 men unarmed by myself with uber nifty kungfu, But can I? I would say no. I have tried repeatedly to hold crtl and selectively click units of differing types. No go. when you hold crtl and click on a unit, it selects all units of that same type within the stack. Holding alt and clicking a unit selects all units of all types in a stack.
That is all you get, those are your two stacking and grouping tools(to my knowledge, if theirs another way to select units I am not aware of it, but the reason for that is a entirely different rant.). This means you can either have modest size stacks of one kind of unit, or humongous stacks with all your combined arms.
My life would be inordinately better if I could at least see all the units I have in a stack and individually select them. Preferably, Iwould like to see them as little icons in a window. I would like it even more if I could then drag and select these little icons and then rightclick, and get a lil drop down menu. A menu with options like, attack, group, fortify, heal, sentry. Then I would select "group" and have a little flag pop up next to their heads with a number, like 123, that tells me that such and such units are in group 123. This way you could have multiple groups within a stack, or quickly slice up a stack into many smaller groups. You could right click a group, select attack, and then immediately be returned to the map screen, with a little recticle icon that you can point over a city or unit.(or, click the stack, then left click the group again to go back to regular move mode)
Even better, have the stack window automaticly pop up after you hover the mouse over a stack a couple seconds, to reduce the amount of clicking you have to do.
Those are my ideas at least. I think they'd work good, however, the image in my mind is probably much more vivid of how it would work, then what I wrote down on this text box.
Originally posted by Blademun
This means you can either have modest size stacks of one kind of unit, or humongous stacks with all your combined arms.
You can have both actually. If you select all units of one type, they will form a group that remains intact even if you then select the whole group. And the "units of a type" group will remain even if you disband the larger group. Then you just have to look for the unit type you want and the smaller stack will become active.
Overall though, I'd have to agree with you. The stacking system is rather clumsy.
I don't like the fact that you can have destroyer before submarins. Destroyers were developped as a reaction to subs.
What I would also like to see is a workmen button to tell it to upgarde every road to a train track.
Also I think that villages should get a +1 gold from train tracks.
What I also dislike is the fact that a civ holding one iron mine can build ass many swortmen as a civ holding 10. Personally I'd make the swortman a national unit and each mine allows like 5 units. Of course then there should be a lot more iron on the whole map.
I don't like the 3 missonaries limit. Either remove that limit completly or make it grow somehow. Perhaps with the number of successfully converted cities.
If you send a maceman up against a fortified longbowman, you'll likely get a dead maceman.
Uhm, isn't that the point. Medieval seiges lasted for long periods of time. They would only end when either attacker or defender had starved.
Most "medieval" units were not really designed for siege warfare.
That said, the "English" longbowman, was a truly special troop for the United Kingdom. They were armored and very specialized, they knew the terrain, and how to use it, and were a considerable step above the "archer" units that were generally thrown together with substandard equipment, training, and troops.
Originally posted by Blademun
You Think??? I think I can take down 10 men unarmed by myself with uber nifty kungfu, But can I? I would say no. I have tried repeatedly to hold crtl and selectively click units of differing types. No go. when you hold crtl and click on a unit, it selects all units of that same type within the stack. Holding alt and clicking a unit selects all units of all types in a stack.
What about <shift>?
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
"You are one of the cheerleaders for this wasting of time and the wasting of lives. Do you feel any remorse for having contributed to this "culture of death?" Of course not. Hey, let's all play MORE games, and ignore all the really productive things to do with our lives.
Let's pretend to be shocked that a gamer might descend into deeper depression, as his gamer "buds," knowing he was killing himself, couldn't figure out how to call 911 themselves for him. That would have involved leaving their computers I guess."
I'd love a 'Civilised Barbarian' option, if you see what I mean. Barbarian's would put down towns many and often so that you would normally only ever get to found about three towns and the rest would have to be taken through conquest.
Broadly, that's teh way of the world, they'd just represent all the little elements consumed along the way by the big civs.
There are mods for the following, but i feel they deserve official recognition, as many have been present since civ1
- bring back caravans and diplomats (please! the ability to bribe a unit was of huge strategic potential, and the AI knew how to use it fine too. getting your civ to build caravans for a wonder ensured that it doesnt just become a matter of who gets the tech first)
-bring back great leaders for armies - one of the best features of civ3 was the ability to bunch 4 units together to conter a SOD or launch a major invasion , i really really miss this.
- railways should give infinite movement - anyone remember how did the russians won ww2 ?
roads should be triple movement from the beginning.
-terraforming. loved this in civ2 and SMAC, and it was late enough to not influence too much.
-movies should be full screen (like smac).gives that sense of accomplishment.
-please bring back the palace or throne room, as well as the pretty picture of the cities. I know you can zoom in and see cities still, but often you cant see all the buildings, and it just doesnt look as impressive.Its the little things that allow you to get completely immersed in the beaty that is one more turn, and if civ1 did these features incredibly well, how good could they be in civ4?
-the ability for ancient ships to go into ocean. this is not cheating, just programme the AI to be able to do it too if it finds the risk acceptable.also , it had historical basis - it is how polynesia and madigascar were settled, by throwing ship after ship out into the pacific, many didnt survive, but the few that did created one of the widest ranging language families.
thats all i can think of now, as you can probably tell im a bit of a puritan for the old rules, but if it aint broken, why fix it?
Originally posted by pikachu22
- bring back caravans and diplomats (please! the ability to bribe a unit was of huge strategic potential, and the AI knew how to use it fine too. getting your civ to build caravans for a wonder ensured that it doesnt just become a matter of who gets the tech first)
-bring back great leaders for armies - one of the best features of civ3 was the ability to bunch 4 units together to conter a SOD or launch a major invasion , i really really miss this.
The AI didn't know how to use these properly so they amounted to an exploit for the human player.
- railways should give infinite movement - anyone remember how did the russians won ww2 ?
roads should be triple movement from the beginning.
It's fine just the way it is. Not having infinite movement means more strategy in the game, it was far too easy just to have a SoD anywhere in your empire to counter an attack. Now you have to plan accordingly. It makes for a much better game.
-terraforming. loved this in civ2 and SMAC, and it was late enough to not influence too much.
Another exploit for the human.
-movies should be full screen (like smac).gives that sense of accomplishment.
They have a hard enough time running properly now in a small window. Many computers couldn't handle full screen movies.
-please bring back the palace or throne room, as well as the pretty picture of the cities.
Eye candy that added nothing to the gameplay. I found the palace very annoying in Civ 3, just a useless interruption.
-the ability for ancient ships to go into ocean. this is not cheating, just programme the AI to be able to do it too if it finds the risk acceptable.also , it had historical basis - it is how polynesia and madigascar were settled, by throwing ship after ship out into the pacific, many didnt survive, but the few that did created one of the widest ranging language families.
Again it makes for better strategy as it is now. With Galleys ocean capable, the whole world would be explored and settled by 0 AD. Not very accurate historically. And warmongers would have a field day, they'd have the world conquered in no time.
thats all i can think of now, as you can probably tell im a bit of a puritan for the old rules, but if it aint broken, why fix it?
Many of those things were broken, ie Caravans, Armies. That's why they're no longer in the game.
Originally posted by pikachu22
-please bring back the palace or throne room, as well as the pretty picture of the cities. I know you can zoom in and see cities still, but often you cant see all the buildings, and it just doesnt look as impressive.Its the little things that allow you to get completely immersed in the beaty that is one more turn, and if civ1 did these features incredibly well, how good could they be in civ4?
The throne room in Civ3 was just annoying, and in Civ2 you got tired of it quickly, and I didn't see the throne room in Civ1 that often (I had to change floppies each time I wanted to see it)
But there has been some pictures of the palace before the game was released, but for some reason it wasn't included. Maybe they'll include it in the XP
Leaders/civs have 6 caracteristcs:1 UU,2 starting techs,2 traits and 1 favourite civic.But this one(the fav civic)means nothing to the human player.Why not change that?Give some bonus (food,hammer,commerce)to the leader that adopts his favourite civic.
Best regards,
I'd like to see one starting tech be driven by the civ, something you'll always have. The other to be driven by local circumstance. If you are by fish you might get fishing, if you're surrounded by hills it would be mining, deer: hunting and so on.
What I'd like to see in an XP is techs giving promotions to units (promotions that can only get through tech, it's not in the promotion tree):
Radio could give a 'communication' promotion, that gives +15% both when attacking and attacked (because of better communication), and sattelites could give all ground units an extra move when moving on enemy roads/railroads (because of better knowledge of the area)
Also why not make a Terra Cotta Army wonder, that gives the 'Combat 1' promotion to all ground units ('Combat 2' for aggressive civs)
While speaking of wonders, why not make a wonder that gives a spreading bonus to your state religion (inside your borders). This could give all your cities a much higher chance of adopting your state religion, while giving a smaller bonus to other civs cities. When this wonder is built, it's set to a specific religion (your state religion at the turn you built it), so when you change state religion you'll get no bonus (unless you switch back later)
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