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
I'ts been a Hell of a Highway, but this baby's DONE!
3 allied plans, 9 random scenarios, 27 possibilities! And the best art available, thanks to Fairline.
It looks like I've got my three playtesters, that's great! There's 3 different options for the Allied player (did I mention that?). If each one of you would take one plan and play it completely through at least once by the end of the weekend, I will still be on track for my 60th anniversary launch. In particular, I need you to keep detailed notes on WHICH TURN allied airborne reinforcements arrive, where and what units. Also which turn any pop-up text displays. If this is agreeable, please email me at *brisonATshawDOTca*. I'll send the files and your assigned plan. Thanks!
I have one minor, but annoying glitch. Engineers use the 'transform terrain' order to repair canal bridges. The order doesn't pop up on the menu, though by pressing the 'o' key, the job gets done. Is there a particular technology needed by the Allies to get the order to display?
Tecumseh's Village, Home of Fine Civilization Scenarios
I thought transforming required Explosives, but that doesn't seem to be the case. It seems that all units with engineering abilities can always transform terrain.
From what I just tested, if you're using the Engineer slot, the transform option will be enabled in the menu. If you're using the engineer unit flag, the option will be disabled, but you can transform by pressing 'o' anyway.
That looks like a simple bug. They forgot to adjust the menu option enabling/disabling for the added engineer flag.
Oh wait, you're not seeing the transform option at all. That's an entirely different problem...
The transform option only appears on the menu if you have the prerequisite tech of the unit in the Engineer slot any unit with engineering abilities. If any of the engineers have nil as a prerequisite, you don't need any prerequisites for the option to show up.
What I said earlier still holds though, only for the "real" engineer will that option ever be enabled.
Thanks Jorritt. After a bit of quick experimenting based on your tip, I found the unit with engineer abilities ALSO needs 'nil' for the obsolete tech. But I don't want the engineer (or any other unit) to be buildable.
No problemo, I says. This is Test of Time. I'll just use the @UNITS_ADVANCED field and make this unit unbuildable by the Allies. Well that cancels the transform menu just as surely as not having the pre-req. So, I'll just have to add a note in the readme saying that if you want to build a Bailey Bridge, you gotta press 'o'.
Anyways, this thing went far smoother than any previous effort. I must be getting "experienced" or something.
Tecumseh's Village, Home of Fine Civilization Scenarios
Plan 'C'. Here's the Operational Order from the readme:
Plan C is an alternate plan used for Operation Market-Garden. The 1st Airborne is dropped several kilometers west of Arnhem. It's objective is the city of Arnhem and the bridge there. The 82nd Airborne is dropped east and south of Nijmegen. It's objective is the city of Grave and the bridge there and to take and hold the heights near Groesbeek. It should wait for the arrival of XXX Corps to attempt to capture Nijmegen, unless a good opportunity presents itself to storm the city. The 101st airborne will be held in reserve and dropped across the Neder Rijn to assist the 1st Airborne. XXX Corps should move north as quickly as possible, using the Sherman flail unit to clear minefields and engineer units to repair blown canal bridges. It must capture the towns of Son, Best and Veghel and should secure the bridges across the canals there as well as the road as far as Grave. Detachments should be left to defend these bridges and the road from Eindhoven to Grave against vigorous German counter-attacks expected from Sept 19 onwards. Once across the Waal River, it should join with the 82nd airborne to take Nijmegen and the bridge there. When this is done, advance to the Arnhem bridge, cross it, and join with the 1st airborne to sieze and hold Deelen. Secure a line of communications traversable by motorized units from your base at Lille St. Hubert and Lommel to Deelen at the end of the scenario and you win the game. Air superiority can only be expected for the first two days as aircraft will be reassigned to the strategic bombing of Germany after this time.
These are the victory conditions:
The Allied player wins if , at the end of the game, (s)he has captured the city of Deelen and has a minimum of 20 units within 3 squares of the city, at least 6 of which are armored (Sherman Firefly, Sherman V, Sherman flail , Cromwell or Dailmer armored car), AND can trace a line of supply from Deelen to both Lommel and Lille- St. Hubert. This line of supply must be traced from square to square, without crossing any impassible terrain or passing through any German units. It may pass through the zones of control of German units. Major rivers must be crossed at bridges for supply purposes - ferries may not be used. Failing to meet these conditions at the time the scenario ends means an Allied decisive defeat. Ignore the pop-up box telling you if you've won or lost.
Good luck, General!
Tecumseh's Village, Home of Fine Civilization Scenarios
The Readme and the intro-movie are now available on my web site. It's still on target for release next Friday, the 60th anniversary of the start of Market-Garden.
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Tecumseh's Village, Home of Fine Civilization Scenarios
Ok Brian, I spent the last 90 minutes with your latest work and I am more than impressed by it
Since I am also a playtester, here you go with the reports of my first 2 turns! Sorry, I have not had more time yet, expect more feedback within the next days!
Great looking scenario- I will have to try this. Kind of like Close Combat 2 with Civ - Cool
You have made peace with the evil Wheredehekowi tribe-we demand you tell us if they are a tribe that is playing this scenario.
We also agree not to crush you, if you teach us the tech of warp drive and mental telepathy and give 10 trinkets
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