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.
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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
Couple of initial thoughts: I think Parthia had already overrun the eastern provinces of the Seleucid empire by c. 220 BCE. I'll need to check this. Love the idea with the Roman standards and tribal spawn points
I'd change the princeps / triarii stats; the triarii were the well-equiped veterans of the legions who stayed in reserve until the hastati/principes had been defeated. Perhaps make the pincipes good attackers and the triarii good defenders but more expensive. I'd change the middle 2 legion upgrades names BTW: the Marian reforms ended the hastatus/principes/triarii system and created homogeneous legionaries - I'd make the first legion-improving tech 'Marian reforms' and have the rep legion renamed as 'Marian legion', and then have the next improved unit called 'Imperial legion'. This is probably my fault reading my garbled earlier posts..... Are you still going to include the various Germanic tribes BTW?
I'll tart up the gfx this weekend and add appropriate Britons etc.
Couple of initial thoughts: I think Parthia had already overrun the eastern provinces of the Seleucid empire by c. 220 BCE. I'll need to check this.
There were a number of repeated incursions by Parthian tribes during the period, but after some Seleucid victories I think the tribes were under the Seleucid banner for awhile. At most I think the Parthians were occasional pests until they made their big push in the first century BC.
Love the idea with the Roman standards and tribal spawn points
Thanks I wanted to depict some sort of "Romanization" of areas and I think I may have found a decent way to do so.
I'd change the princeps / triarii stats; the triarii were the well-equiped veterans of the legions who stayed in reserve until the hastati/principes had been defeated. Perhaps make the pincipes good attackers and the triarii good defenders but more expensive. I'd change the middle 2 legion upgrades names BTW: the Marian reforms ended the hastatus/principes/triarii system and created homogeneous legionaries - I'd make the first legion-improving tech 'Marian reforms' and have the rep legion renamed as 'Marian legion', and then have the next improved unit called 'Imperial legion'. This is probably my fault reading my garbled earlier posts.....
Sounds good. I'll make the changes tonight.
Are you still going to include the various Germanic tribes BTW?
I was planning too. Right now I have a limited number of spawned barbarians that appear without graphics. So yes, I'll include as many as possible.
I'll tart up the gfx this weekend and add appropriate Britons etc.
Great, thank you
As for ROME, we get it on HBO. The season finale aired last week so we're going to be without any new shows for awhile. I think the series is great and I can't wait till next season.
Hmmm, for those playing the 1.0 version, please change the trireme so that it does not have the carrier flag. That's why the units are not being carried!
I will incorporate the aforementioned changes hopefully tomorrow night.
I just played "a few" turns yesterday evening (instead of sleeping, thanks! ) and have some "first glance" comments! And yes, I know that it's only a first Beta and that things will be adressed later!
1) it's very nice and I'm really glad to see a "small sized" quick scenario!
2) I didn't understand the role of the "City guard" "flying" units
3) I agree that the build list is really packed and that some research to make some things available at a later time would be nice
4) of course, a detailed readme explaining the concepts and role of units and such would be really helpful, even in a Betatest stage! (I know, I made the same mistkae with Pomarj... )
5) when it's finished, with all description and text and such, I really believe it has the potential to become a real classic!!
Originally posted by Cyrion
I just played "a few" turns yesterday evening (instead of sleeping, thanks! ) and have some "first glance" comments! And yes, I know that it's only a first Beta and that things will be adressed later!
1) it's very nice and I'm really glad to see a "small sized" quick scenario!
2) I didn't understand the role of the "City guard" "flying" units
3) I agree that the build list is really packed and that some research to make some things available at a later time would be nice
4) of course, a detailed readme explaining the concepts and role of units and such would be really helpful, even in a Betatest stage! (I know, I made the same mistkae with Pomarj... )
5) when it's finished, with all description and text and such, I really believe it has the potential to become a real classic!!
You're doing it again, Harry!
Thanks for the comments! The city guard units are meant to be just a little flavor unit for the airbases on the map. They are just there to represent friendly or unfriendly cities/tribes that are not really represented in the game. I gave all the civs the option of building them as I felt that they'd be a neat addition.
They're buildable for the Romans (and on the initial build queue for Pisae I think) - is this intended as their stats are worse than Roman units but theyre more expensive to build.
I agree with Vincent's comments about a small sized scenario - makes a refresjing hange
Originally posted by fairline
They're buildable for the Romans (and on the initial build queue for Pisae I think) - is this intended as their stats are worse than Roman units but theyre more expensive to build.
I agree with Vincent's comments about a small sized scenario - makes a refresjing hange
The unit isn't really intended to be in the queue for Pisae. I just never changed it. They aren't a really good alternative for any of the units out there. I guess you could just call them a red herring.
I like small scenarios. They make the player play strategically and value the map more. Plus I think the AI failings are reduced on this level.
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