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
RL has been occupying much of my time during the past year. Good stuff.
However, this was left incomplete. The problems with it are AI-related and I felt couldn't be fixed. Someone else may disagree. Tried to post the files here, but too big. Everything is done, balancing remains. If anyone wants it, pm and I'll send it along. There are two zips, one scen and one sound.
The foundational problem is the lethargic AI. It refuses to act w/enough aggression. This causes the Government faction to remain very powerful--unacceptable. This one was my attempt to use wonder-obsoletion to create havoc in a standing, powerful civ. Unhappily, as we all know, the AI simply cheats to resolve happiness and money shortfalls. Alternately, if there were actual human players playing all the non-govt positions, the gov might disappear pretty rapidly. Multiplaying having gone out of fashion, that's unacceptable too. Balancing it for single play proved unsatisfying in terms of gameplay and would probably have to include separate events files at the very least to make workable. Finally, the indiosyncrasies w/the events engine and the way it deals w/"anybody" renders the whole tech/arms deals idea unworkable, and its inability to create naval units makes the historical American interventions unworkable too.
Lost in America.
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu
"Jesus" avatars created by Mercator and Laszlo.
the events won't create them. If they appear, they vanish at the end of the turn. Creating them in a city might be an option, but then I'd have to have an event send it to the right place. We all know how well that works.
Lost in America.
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu
"Jesus" avatars created by Mercator and Laszlo.
Although I don't think it matters one iota, is this scen MGE or TOT?
I've playtested both MGE and TOT (with and without stackable terrain) scens and, in both cases, hostile naval units were created in mid-ocean on an ongoing basis. The only way to make them disappear was to sink them.
An added, and less than delightful, kicker is that it is impossible to block the spawning of naval units by putting one of your own units on the spawning location. The spawned unit becomes a part of the stack at that location but remains invisible to a player until it steams out from under the stack.
You must've tried the wrong mailbox. Mine is empty.
This one is MGE. There was an event in the original version of AoI that spawned barb ironclads, which disappeared immediately after appearing.
The problem with this one is that I can't create naval units that are carrying troops. American troops cannot occupy Mexican ports if I can't event-spawn them aboard ships.
Lost in America.
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu
"Jesus" avatars created by Mercator and Laszlo.
Don't think we have spoken before as I am quite new here. I tried to PM you but I got the following message:
This user's mailbox is currently full, and cannot be sent any messages until it is cleaned out. An email has been sent notifying the user of this. Please try your request at a later time.
Not sure whats up?! If you have time to send me the files I will take a look and see if I have any ideas. The scenario concept sounds cool, dust and Tequila!
Originally posted by Exile
There was an event in the original version of AoI that spawned barb ironclads, which disappeared immediately after appearing.
Yes, but in that event I'm quite sure the problem was not that it was a naval unit, but that it was a barb! So, unless the Americans are Barbs, you shouldn't have any problem creating naval units (I did it in Pomarj, and it works fine!).
If the Americans are Barbs, then you have a problem as the naval barb units have a strange behaviour regarding disappearance...
The graphics, map, scen, events, etc are all there. Everything is in place, it's just that elements of the total mix don't function as intended. It's really a very pretty piece of work. And it includes a passel of Gareth's units--always a delight to see.
Thanks for the salutations all. I'm back for a few days because of a raging ice storm here in the benighted regions in which I dwell. Stuck in the house, thought I'd finally do something w/this one before it got lost in a HD crash.
Sent you a pm, but I have to admit I would prefer you to fine-tune it yourself, as I can't hope to have your touch for that!
BTW: are the Americans barbs or not? because I really think that there wouldn't be any problem creating naval units if they aren't!
Of course, you can't create land units on top of naval units at sea! but you can create a naval unit adjacent to land, create an unit on land, and via move units make it board the ship before it moves! I tried it in Pomarj, and it works (but it only works with 1 land unit, not more! haven't got any idea why...)
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