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Originally posted by LzPrst
but after reviewing this kind of map, my personal feeling is that each civ has way way waaaaaaay to much space on their hands.
I don't think this is the case, but if you feel that way (considering I used 8 civs, not 12 or 14 in my examples), then we could always create a large map instead of a huge map.
Ceeforee v0.1 - The Unofficial Civ 4 Editor -= Something no Civ Modder should ever be without =- Last Updated: 27/03/2009
"Just because I'm paranoid doesn't mean there's no conspiracy"
here's a few problems with this map type (despite its many good sides)
On this map 3 civs are isolated. Inca, india and viking. also each civ has room for some 5-8 cities each. IMO thats alot, almost too much. wont be much competition with that kind of land wealth.
Also here India is isolated (is this coincidence or voodoo?) The rest are luckily all placed on the same continent, including the two frozen fools on the south continent as it seems this map wraps both ways. These maps are however with 11 civs (sorry, just ran regular huge maps), but even with another 2-3 players there would be huge empires open for just about every civ.
Here's a close-up view. again, india's isolated, but with land like that who cares, a turtler (which india usually is) would have to be grossly incompetent to not win easily with a start like that. Also note the absurdly humongous hill formation on both sides of that very interesting river/bay. Note also the massive amount of land available to japan (south) and egypt (north). and quite good land as well. too good in my opinion, where's the challenge?
More of the same map, in fact same continent, I love the shape of those near-interlocking landmasses. Check out the natural borders of the viking empire. or should I say Rohan with all those flat plains...
Despite many extremely wonderful qualities about this map script, I fear it is slightly too quirky and it also creates far too much land for each player in addition to placing them very far apart. result: very little early contact and a very very long expansion phase will be the likely result.
If modified slightly though, this map script would easily get my vote for "Permanent Diplogame Map Script"
I know I'm new here and I probably will only get to sub unless you guys agree to start without Capo or others, but here are my thoughts:
Whatever map you guys agree on is fine by me.
Whatever time slot you have decided on I can work around.
I think the in-game victory conditions are fine, with all vics enabled. From what I have read about diplogames, even the completion of an in-game victory condition can be decided by good negotiating skills as well as knowledge of game mechanics. That said, I am not opposed to deciding a victor also by an outside-created voting system because I'm not all that competitive. On the other hand, I really enjoy the role-playing.
PitBoss merely allows us to play additional turns during the week. The only person to has to trouble themselves over keeping their PC on 24/7 is the host. If cybershy doesn't want to do it, that's fine. But others need not be opposed to the idea if cybershy can do it. Without a turn timer, there won't be any pressure to complete a turn outside the playing sessions and players could send diplomatic emails if they have to negotiate something during the week before taking the next turn.
Just curious, why do you guys want to limit tech trading? I know it has the potential to be abused in competitive play, but in this game I can certainly say from a role-playing perspective, it is realistic to be able to share any knowledge you have gained any number of times. I'm for unlimited tech trading.
Finally, from what I have been reading, do you guys post in a thread revealing info that some civs shouldn't know because they haven't met yet? I don't mind if anyone else does, (I just won't read it) but I don't want to have to do that, because it robs the fun of discovery away. Maybe you guys only post important info after all civs have met each other? I'm not sure how it works.
"When you have to kill a man, it costs nothing to be polite." - Winston Churchill
we usually post about what our civ is doing. sometimes more unclear in detail than others. it all depends. usually in the early game there isnt much to hide so people basically tell tales about early exploration, the settling of their capital, second cities, contacts with other civs and so on. its free for everyone to read, and up to the writer how much he wants to reveal, but for most players it wont be relevant anyway. at least not for a while.
posting maps.... we dont really have a policy about it, but people usually dont post much except maybe their starting locations. as I said, its all up to the individual player how much he feels would be natural\relevant\safe to reveal. and of course the reader is allowed the discretion of not reading that which is found irrelevant or "spoiling".
as for you subbing, great, maybe you could be squeazed in the main game as well, though the final final ultimate player list is still not 100% done. perhaps you could fire up HOTW8, I know there are players out there who are interested but cant join HOTW7 for various reasons.
and the reason we limit tech trading, simple. we're way too good The result is obsoleting units before you have time to build them, the game fires up too fast, flies through epocs and ends far too quickly. in HOTW5 the spaceship was launched in the year 1600-something, or was it 1700-something? regardless, very early and that was with tech trade limitation from slightly before midgame. I would love nothing more than to have open tech trading, but the result is that the competition becomes so fierce that the game is power-teched to unfun levels.
The reason why I ask is that I am currently hosting a PitBoss game with diplomacy and we have live sessions as well as extra turns during the week. It is more fun to play live, but it is also fun to move the game along a little bit during the week to keep everyone interested. I don't know. I'm not an expert at diplogames, but it seems like there isn't a lack of fun playing during the week as well. It'll make the game faster and keep everyone involved, even if players only take one extra turn a day or something. But if the host cannot keep his PC on 24/7, I completely understand. The beauty of using PitBoss is that we could give it a try for the first week, then take it offline if it doesn't suit us. Don't knock it till you tried it.
"When you have to kill a man, it costs nothing to be polite." - Winston Churchill
I guess i havent played enough civ to stay in tihs one folks, talk of only 3-4 citys in an empire doesnt get me excited to play a diplo game. i guess i will have to stick to single player and an occasional PBEM game till i can see how to keep fun in a game with no cities to play with.
Hope you have fun folks. but i think you all have moved well past my skill level to allwo me to join.
GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71
I'm normally playing with 6-8 cities against civs with 12-15 cities or more. And this is with 12 or more civs (often SP, though). And this is also before massive wars start causing city-flips.
Also, I'm currently in the process of writing a custom map script. I'm basing it on Continents, but only because that script only has the absolute minimum code required to make a functional script (ie, it simply says 'generatePlotTypes()', 'generateTerrainTypes()', and 'addFeatures()' ).
Ceeforee v0.1 - The Unofficial Civ 4 Editor -= Something no Civ Modder should ever be without =- Last Updated: 27/03/2009
"Just because I'm paranoid doesn't mean there's no conspiracy"
Raz, hell, chill out man. You are always overreacting to everything. We AREN'T going to be playing with 3-4 cities per civ. That was just a few people over reacting to the map situation. I think there is plenty more room than that. But in any event we are still ironing out the details.
You don't look at a half built house and say "screw this I can't live in a place like this" and walk away from it. No, you wait till the damn thing is finished. Just avoid this thread. Seriously. Just go elsewhere till we are done here. Or just chill out.
MMC - The Terra script is really good. Some things we absolutely need to have for a diplo map:
- Everyone starting on the same land mass
- Another large land mass across ocean to simulate overseas colonization
- A large enough space for each civ to be viable and competitive, but a small enough space for each civ to rub elbows with their neighbors for 80-90% of the game.
Also good to have:
- Other variety like smaller galley accessable islands, and lakes, and penninsulas, and other interesting land forms.
Captain of Team Apolyton - ISDG 2012
When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah
true. some of us. mainly me and cyber (and dragon who dropped out and subsequently was wiped out) got starts where we only had room for 3-4 cities. later in the game this changed. however, having 12-15 cities just from early expansion is IMO way too much. but that is my playstyle. the perfect situation IN MY OPINION is something like 7-10 cities. fewer early more later. this is what we should aim for on the main continent, and then the map script will determine who gets more and who gets less, then add the new world, and voila, lots of space AND lots of competition, spread out through the game.
I agree with ozzy, Huge Terra Normal sea level is the best option available. It is balanced, it is tested, and it's fun. the Tectonics map script is fascinating, but I fear it is still in need of some tweaking and balancing before it can be used for diplo purposes. I think that if it continues to be tweaked and modified it will be perfect for future diplogames. As for this one, I say we go with what we know works.
It seems that we're going with a points+vote system. We'll flesh out the details in the other thread and request approval when we're finished.
Our next point on the agenda is map type. I strongly favor the Huge Terra Map Normal (standard sealevel and standard everything else as well, standard is the way to go, everything else is to someone's preference at the expense of someone else's).
- Game level: Noble
- Map: Terra
- Size: Huge
- Sealevel: Normal
- Settings: all normal
- Speed: Marathon
- Techtrade: Trade Only Researched a Conquered Techs Twice (TORaCTT)
- game end: in-game victory
- winner: decided by diplogame points system (see other threat, still under discussion)
- host: CyberShy (P4 3,2GHZ, 1GB RAM, 7MB ADSL line, if anybody has a better configuration and wants to host, say so)
- type-of hosting: pitboss, join over direct-ip. (that's just from within the game, pitboss will only be on during gametime, IP will be spread by PM and on AIM before the game)
- Gametime: friday september 8th 23:00 UTC - saturday september 9th 02:00 UTC and so on every week
- everybody enable private messaging through apolyton
- everybody enable e-mail receiving through apolyton
- everybody enables e-mail notification when you receive a private message
- everybody install warlords
- everybody install AIM and share your AIM name (AIM is AOL Instant Messaging) we need it for communication if login in to the game fails)
- everybody makes sure he understands his computers firewalls and knows how to turn them off, everybody makes sure they're not behind a router or know how to configure a router.
Can everybody PM me their AIM name? (HOTW5 players: I have your name). When I've received all AIM names I'll send everybody the list of all AIM names by pm. I think we'd better not post AIM names in public.
Do I forget anything?
If anybody disagrees on any of the above that hasn't been discussed yet, please say so!
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