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
EDITED:
In current dev for both Civ 2 MGE and Civ 2 ToT:
- Increase the global max units from 2048 to 32000.
- Increase the max gold from 30,000 to 2,000,000,000.
- Increase the max map surface from 10,000 to 32,767.
- Increase the max population from 320,000,000 to 2.000,000,000.
-...
( _Fairline : Nice trick that of Mr.Giggs the other night in Lille..
n'est pa ?
well.. you English.. still go around the world "teaching the rules of football"... ... but in this case has been very nice and funny to see the french protest that way... for a rule it seem they did not know !!! )
But the mate of Giggs the one that was placing the ball .. he really deserve an oscar for that way he simulate to be still placing it... then suddendly take the hand away.. and Giggs immediatly shoot..very very smart... )
Last edited by Von Bert; February 22, 2007, 04:03.
mmm, it was a little bit suspect Von B! Giggs's sneaky free kick just wasn't cricket, don't you know old boy
However, the reaction of the Lille coach, players and fans was appalling and I suspect that UEFA will throw the book at them. It seems everyone but England has the 'English disease' of hooliganism now....
Originally posted by Harry Tuttle
It'll definitely work, but what terrain type is available?
Wait, wait, wait. Ocean? No.
Idiotic sarcasm, but you're actually right. Using the scenario file from RedFront1.5, RedFront 1.4's other files, and just deleting the units and implementing a houserule to not sail Soviet ships pass the previous lines works like a charm...
Idiotic sarcasm, but you're actually right. Using the scenario file from RedFront1.5, RedFront 1.4's other files, and just deleting the units and implementing a houserule to not sail Soviet ships pass the previous lines works like a charm...
I wasn't trying to be an ass Kugelregen. It came to mind late at night after I had written the first part. Sorry to have ticked you off.
Original post by Kugelregen
just deleting the units and implementing a houserule to not sail Soviet ships pass the previous lines works like a charm...
It is not quite that simple. The AI does not respect 'previous lines'. Also, removing the mines takes away from a player a couple of pretty cute tricks.
If you do anything to RF 1.5, do restore the starting positions of all Engineers to those of RF 1.4. I could never manage to persuade Colwyn that the Soviets expanded existing plants and build new ones in Siberian cities but that they sure as hell did not go and start hacking down the forest in mid-winter to start building a new city. Existing cities have accommodations, services, food distribution, electric power etc. etc. I did found a couple of new ones in very choice locations and found that they only started producing in late '43. IMO, the whole exercise was not worth it.
Instead, give some thought as to how you can arrange to have the fewest new units spawned during the Great Bugout of '41. You do that correctly and I'll guarantee that you will have no problems with 'too many units'.
@AGRICOLA
I just deleted the German mines, not the Soviet mines. So, the German AI's unit movements are not affected by the change, unless, of course, you're concerned about Finnish/Swedish ships getting out. I don't really see the Finnish/Swedish ships as a problem.
As for the engineers, I am mainly trying to fix the no units bug so did not give them much thought.
Welcome back friend after an overlong long absence.
Concentration camp? Aussie justice must still be frontier style. What did they get you for? Rustling sheep?
I don't know how much you have kept up with major developments in TOT scen design but, as the saying goes: "They've come a long way, baby".
As far as RF is concerned, the following are some of the improvements are now possible:
1. No "too many units" problems.
2. The German advance can be fuelled to a much greater extent and much more selectively through events.
3. The Stalingrad and Caucasus campaigns can be designed so that they actually take place through the concept of "bridgehead terrain" and/or stackable terrain.
4. The street battle for Stalingrad could be handled as a separate map.
5. It is possible to model the fuel starvation of the German mechanized forces in the Caucasus if the Soviets capture Rostov.
6. The German 1943 Kursk offensive can be set up to counter whatever is the westernmost Soviet advance.
7. The German defense in 1943-45 can be made active and semi-intelligent rather than have defenders passively waiting to be wiped out.
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.
Also the graphics could be upgraded to shiny new Fairline ToT standard and extra units could be added.
New concepts like Tech's Operation Market Garden minefields could be implemented to assist the German defenders of cities like Breslau, Berlin and features such as the Seelow Heights.
Events such as the Warsaw uprising could be simulated.
I think that a bigger, better map would also be possible!? I would be willing to have a go at making one if people think it is necessary!
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