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
remember the significance of the first unit slot. If the player tries to perform a settler action with a non settler unit then the picture will come up along with a text box
(i often use this slot for a cross (marking invalid action))
If you're going to have each Civ2 unit being represented as a regimental-sized unit . . . .
it won't work. There were FAR too many units on the eastern front.
If you make Civ2 units divisions, it might work, but it'll be close. Germany fielded over 150 different divisions on the eastern front, and the Russians far more, perhaps as many as 300 different divisions. Each division is composed of 3 brigade-sized units. Each brigade is then composed of (on average) 3 regiments.
You'll run into the "too many units" message before you even finish placing units initially.
Divisional unit representation is workable, IMHO.
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In replacement, you might put in an 'Axis" light tank unit- I believe you already show a Panzer 38, you could have one that isn't German and has slightly lower power so mix in with Romanian, Hungarian and Italian armies.
If you don't like reality, change it! me
"Oh no! I am bested!" Drake
"it is dangerous to be right when the government is wrong" Voltaire
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WHAT is the maximum number of units allowed?
I know it is over 1000, but i am too busy to try myself (or, how do you say... too lazy) and i want to know!
Originally posted by curtsibling
This would be a great chance to ask for a fairline He-111!
*shameless hint*
If it's not a WW1 ship it won't get drawn for some time, I'm afraid Curt Ask me again in a couple of months...
@Jim Panse: Regimental or battalion scales are way too low for a scenario depicting the Eastern Front. Divisional level for the Germans and 'Corps' level for the Russians would be better (Note: a Russian tank 'corps' was in reality equivalent in size to British/US/German division)
The thign about making a division is that there really is no such thing an artillery division (at least, not for the Germans), and each Panzer division was a mix of Tank, not just one type..and with support troops...
So one can't really pull of that one either.
If you don't like reality, change it! me
"Oh no! I am bested!" Drake
"it is dangerous to be right when the government is wrong" Voltaire
"Patriotism is a pernecious, psychopathic form of idiocy" George Bernard Shaw
Thank you all for the feedback! I think I will make it like the good ol´ Captain Nemo in Red Front; I mean the units will represent at divisional/corps size with some adjustments (PzKws, Artillery, etc.)!
Your map is magnificent, truly a work of art. I can see some very interesting choke points wherever it is possible to cross the navigable rivers
I would like to introduce a small note of caution from my experience with a SP scenario that had a large map, though considerably smaller than the one you intend to use. Although RR's connected nearly all cities, most of the RR's had short straight sections and numerous changes in direction. In some cases, to get from city A to city B involved a major detour.
The time needed to move 100 units from one area to another approached an hour in some cases. Initially I had no qualms about saving and reloading to fix the "derailments" that occurred with dismaying frequency as I moved units (I am known to possess 10 left thumbs). Eventually, even that got too boring so that, in order to finish the scen, I resorted to assembling units on a convenient, central, RR square and hexediting them to their destination on a connected RR square.
By using the FIND and PASTE facilities of the hex editor, movement time was cut to <5 seconds per unit.
As your scen will evidently involve the movement of many units over very large distances, you may want to consider including some reasonably straight, "through" RR tracks to reduce the tedium of moving units to where they are needed.
Excerpts from the Manual of the Civilization Fanatic :
Money can buy happiness, just raise the luxury rate to 50%.
Money is not the root of all evil, it is the root of great empires.
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