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 played about 20 turns
I felt like I was in an antfarm, I had one of those when I was a kid.
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
Alrighty, definitely some basic changes to make, but I've played a full game with each species and even finally won once! Lot of variety in this game, from huge, advanced civilations to a nearly empty, desolate map. Currently trying a single-nest, republic game (4 species already extinct!) with some success!
Couple of spoiler hints to help, since there was no describe.txt in this version:
First, you may need to adjust a couple of units;
make sure spiders are at move:2.
Poly-Workers and Large Queens should have Att 0; too difficult to maintain under Rep/Dem.
The invisible Ant-Lions should be made tougher. and I'll add more of them.
Other changes include tying some city improvements to particular species genomes as prereqs; setting a couple of wonders that are currently no-no (an accident) to carpenter genome, weaver genome, and leaf-cutter genome specifically; making 'darwins key' the prereq for building spiders (rather than no-no); and learning darwin's key made event-triggered. Total turns for game reduced by about 100 (300ish in all).
Now the hints:
-Quick exploration makes for a lightning early game, average units move 4 spuares per turn.
-Ant nests (cities) are named in whole or in part after the scientific names of various, random ant species. The capitals are named after the scientific name for the species you are playing. Ex: Army, Dolymorphous; Leaf-Cutters, Myrmicinae; Carpenters, Carpentiessi... etc. Take out the 1st queen of a species (Move 0, home in capital city), and the species is out of the game. This is the fastest way to take out an enemy, and a weakness even for ridiculoulsy powerful colonies.
-Rapid terraforming rate means that it makes sense to efficiently utilize and max production on each square b/ moving to the next.
-No negotiations. But non-aggressive species are unlikely to attack (aka. harvesters)
-Exotic ants produces really tough ants for army, bulldog, fire, and harvester ants.
-Grasshoppers have an attack of 1. Let 'em catch a nest, and the nest will produce grasshoppers (each good for gold when captured!). Note that ants do domesticate other insects (although, probably not grasshoppers, of course). Learned this one on accident last night.
--most units are 'treat as roads' and 'ign zone control'. Th go to function works almost perfectly!!!! and speeds up the game remarkably.
Anyway, turns out there is quit a bit of work, but since my computer is down, it's going to be a while. Pelase check it out, and any and all ideas for improvement are welcome here!
Oh yeah, Happonashi is the king spider who lives in the middle of the map. Defeating him alows a shortcut to late-game advances, (specifically other species genome) and allows the building of spiders. Good luck!
and, last. I can't beat the game on Queen Level yet. I've been playing at easier levels. This is mostly due to how successful the expansionist AI civs are on the gigantic map, I think.
With the alpha version, how do I go about listing this scenario in the main dowloads area, for people that are just surfing for scenarios?
Also, thinking the alpha might be a ways off, and it might even be in TOT format based on what I've read by artists at this site (haven't played it though, so not sure). Anyway, plenty of room for ideas, new units, changes, etc. If you cna help, let me know!
Hey all! This project has definitely been on the back-burner. After a couple of months of playing some classic scenarios (and learning about multi-player world a bit) I am about ready to make my alpha push. I may want to redo terrain and city graphics, especially if anyone is interested in helping. game mechanics and playability are working pretty well.
Also, here is a link to the old cached thread, pre big crash. It's full of interesting ideas and advice. Also it's neat to see so many 'maybe' ideas that actually made it...
Looking for new terrain graphics, specifically a dark crack in the ground that was part of some tiles Krashanka put together in the old thread. The thread is retored from cache (see above link), but the file no longer connects. Krashank, if you're still out there, can you ressend them?
Anyone else that has ideas for terrain graphics, I'm going to redo the graphics.
but let me tell you that the units you have will take something out of it, because:
a) they arent easily identifiable (no one wants to identify a unit by its name, but wants to be familiar with it and just play along)
b) they are in all probability way too many!
I faced a similar problem with a scen i had made, a lot of units but mostly looked the same, so you couldnt say which one was what.
I suggest that you limit the number of units to the basic ones:
yellow/red/black worker ants, guardian ants
spider
grasshopper
etc
i tried to make something that could work, but i dont think it is great, however what is key here is to be able to tell what is what, in this case everyone can understand that the first unit is a yellow worker ant, and the second a black worker ant
Thanks for the feedback. I appreciate that it is difficult to tell many of the ants appart. For general reference, the bigger the ant, the tougher it is. If your ant is bigger than the one next to it, it will probably win a fight.
Of course, now that the beta is finished, and after the many hours of making units and integrating them with the tech tree has been vested, i would prefer not to scrap any of them.
Harry Tuttle noted a similar thing, and offered a great solution. Special unit shields, with rank indicators, could help to quickly/roughly evaluate relative unit strengths. A sample of these shields is on page one of this thread, midway down. please check it out as a reference.
Adding shields/rank indicators is going to be a bit time-consuming though, and take some units-design knowlege. Varwnos, if you are willing to work on this, let me know. i will help categorize which units should have which ranks.
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