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 am probably going to have to ditch the escape pods trick and just use plain partisan-style units (in this case, CombatDroids). The units have all been placed, with particular care for the Barbarian slots. Combat numbers will have to be extensively tweaked but those will come later as they should be fairly easy to map out.
Tech tree is yet to be worked out. It will be much more abbreviated than the standard tech tree, although several techs will be universally available and that could lead to interesting diversity. A few will be TechSteal-able, to encourage craftful dodgerism. Particular attention paid to barb units triggers (as mentioned above). There will also be an element of Citizen art (which row they use according to which tech you have) but this will NOT extend to the cities (because it's hard enough putting something feasible on one square let alone have to replicate it seven times through different styles).
A lot of the techs will be event based techs, purely to make things obsolete rather than anything else. (If Vader dies, get this tech, if the Emperor dies, get this tech, etc. etc.)
I'm debating whether to pre-place wonders. I know that if you count Wonders as City objective points, you can't build any new ones. Maybe I'll just have them not count as objectives, and instead make the players build them for the sake of the power itself.
I have gone about changing a few .dll files.
I cannot get the hyperspace concept to work. This goes thus:
Ships move to a navigation buoy in the middle of space.
They hit the Transport button and are transported to a mottled landscape of hyperlanes and debris.
The hyperlanes have a very low movement cost, so they can get to another navigation buoy and then pop back out into realspace.
The problem is the ocean squares appear to be default set to movement 1. Is there any way I can reduce this for the ocean squares in map two?
Changes will include PEDIA, DESCRIBE, and various improvement graphics changes, as with this wonder (formerly the Lighthouse).
A certain event has been placed, whereupon the Empire could be given a tech ("The Noghri Incident") which makes this wonder obsolete. Probably accompanied by a text popup.
How do you get the big images for the description screen, or is that a ToT only feature?
Visit First Cultural Industries There are reasons why I believe mankind should live in cities and let nature reclaim all the villages with the exception of a few we keep on display as horrific reminders of rural life.-Starchild Meat eating and the dominance and force projected over animals that is acompanies it is a gateway or parallel to other prejudiced beliefs such as classism, misogyny, and even racism. -General Ludd
Railroads DO increase the shield bonus of ocean tiles by 50% though... (and both roads and railways on an ocean square will give the 50% trade bonus when a superhighway is present)
I am not delusional! Now if you'll excuse me, i'm gonna go dance with the purple wombat who's playing show-tunes in my coffee cup!
Rules are like Egg's. They're fun when thrown out the window!
Difference is irrelevant when dosage is higher than recommended!
I cannot get the hyperspace concept to work. This goes thus:
Ships move to a navigation buoy in the middle of space.
They hit the Transport button and are transported to a mottled landscape of hyperlanes and debris.
The hyperlanes have a very low movement cost, so they can get to another navigation buoy and then pop back out into realspace.
The problem is the ocean squares appear to be default set to movement 1. Is there any way I can reduce this for the ocean squares in map two?
I would be most interested to see if you can get something like this to work.
I've tried it on and off but have never been able to get the AI to actually think of the second map as a shortcut and use it thusly.
If I started units off in 'hyperspace' then they'd have no problems but if a unit started out on the main map ...
Some of the best SW graphics I've seen are Cobras compilation thingummies. BeBro's site has them iirc.
Comment