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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
As it was explained to me, once you had a ship use the the blockade option it would typically pause the game some 10-30 seconds as it recalculated the invisible trade routes. Now, through the MAGIC of Gyathaar and Solver, these blockaded routes are now recalculated in seconds.
Yeah, it just took too long to execute a blockade order. Even on fast computers you'd notice a delay, and on slower ones it'd really take a while. The bigger the map, the slower it was. And then there was also the slowdown every time a blockading ship got sunk.
Gyathaar tested with a Normal-size map save, where blockading took 20 seconds before the fix and 1 second after.
Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com I can kill you whenever I please... but not today. - The Cigarette Smoking Man
Originally posted by Solver
Haven't blockaded enough then
In the one game I did blockade in (and twice on a large scale) the civs on that continent didn't have good relations with the other countinents (therefore there wouldn't be many over sea trade routes). Could that be the reason?
Originally posted by Solver
Nah, I don't think so. It might be that you don't notice delays because of watching too much Colbert.
If I happen to be playing civ when Colbert is on, I don't concentrate much on on Colbert. Civ > Colbert (especially since the humour of the show changed.)
It would seem that poison water still gives the usual 12 turns of effect. Is it only marathon speed that was changed? (I don't actually mind the 12 turns at Epic speed, but I just thought I check.)
Originally posted by =DrJambo=
It would seem that poison water still gives the usual 12 turns of effect. Is it only marathon speed that was changed? (I don't actually mind the 12 turns at Epic speed, but I just thought I check.)
Yeah, I don't believe Epic Espionage was addressed.
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