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 (shamefully) admit I didn't try EA1 (for my defence: I didn't own ToT at the time ), and now I'm wondering wether I should keep on waiting for v2, or dive into v1! The problem being that, not having much civ time, diving into v1 now would probably mean not doing so with v2...
So please tell me to wait as it won't be long till v2 release...
Okay, I finally figured a way around a problem with reinforcements. At this point I need to make some repetitive edits in Events.txt and then alpha test. Hard to say how close, but I'm aiming for an April beta release.
Read on only if you're a masochist.
In El Aurens, almost all reinforcements start the scenario on sentry in isolated island cities. Events trigger two actions to allow reinforcements to enter the game: (1) their home city, in which they are sleeping, is linked to the main map, (2) the unit is supposed to be 'wakened' by the creation of an enemy unit in an adjacent square. Great in theory...but only #1 works reliably. #2 has a high failure rate. The enemy unit is created, but the reinforcements continue sleeping. So most of the time the player is left without a clue that new reinforcements are available. The failure to wake up is not random. The same units wake up or stay asleep in repeated tests. The failure does not seem to be linked to unit stats or geography.
After much , it was time to come up with an alternative. So I used CreateUnit to create a unit in excess of a city's capacity. The resulting squawk dialog (@Support) contains text to explain where the reinforcements are arriving and a reminder to wake them up. This helps the player with reinforcements, and allows me to maintain the framework for a simple and flexible replacement scheme (for eliminated units, but that's another story). I'm not wild about forcing a player to manually wake up the reinforcements (usually around 3 or 4 per event), but it works.
Yeah, I kinda botched following up on that. Your offer of help is now officially offered and accepted. It is certainly welcome news!
My excuse for not following up is that I don't want you (or Fairline with his promised units) to expend any labor on this until I can give a firm beta release date. I think it will be in April, but I can't make promises yet. How about if I take up your offer when I have a firmer idea of the release date?
I've tested several turns involving the building of the spaceship. The player can pursue building the spaceship at the 'historical pace'. The maps on the spaceship screen will then present the correct fronts and battles on the Western Front at the appropriate times. The player is not limited to that pace, but it gives an idea of what's needed.
I haven't tested the turns following the launch and landing of the spaceship. Undoubtedly some timing in the sequence of events at that point needs to be tweaked.
That makes sense I think, waiting until you have a firm release date to officially green light the title graphic. Until then I'll brainstorm afew concept ideas. Did you have any thoughts on what the title graphic can or should look like?
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