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
Freeciv is improving by the day, BUT when it comes to scenario support, noone actually knows what can be done simply because noone has tried yet. Well, I actually made an attempt to port Harlan Thompson's The Mongols. Rulesets and graphics were successfully done, but stalled on the lack of support for certain events - specifically event upon the death of unit or conquest of city.. This was months ago, though, and the situation has improved since. The development thread is in the Freeciv section of these forums.
By 'support', do mean that the community is willing to create or play such scenarios, or both?
Generally speaking, Freeciv is a more powerful multiplayer experience due to its roots as a multiplayer-only game. On the other hand, since the release of 2.0, the focus has been on creating a more immersive and challenging single player game and this trend is continuing. So basically, the Freeciv community is split today between oldtimers who prefer multiplayer and later member who mainly play single player or a form of multiplayer called 'Longturn' where one turn is advanced every day and a very large number of players participate - up to 28. (Note that in Freeciv all players move simultaneously, so everyone takes their turn at any time during this 24 h period.)
I think the biggest question concering single player scenarios is how the AI will handle the special conditions introduced by a scenario. It will probably have to be tweaked, since it is first and foremost geared for competitive multiplayer, i.e. 'Deathmatch Civ'
Maybe a 'Longturn' scenario could be interesting, e.g. MMOCS (Massively Multiplayer Online Civ Scenario).
Originally posted by himasaram
By 'support', do mean that the community is willing to create or play such scenarios, or both?
Playtest and possibly write code for equivalents of ToT-style event language that are possibly missing from the current build....Of course a big carrot would be unit settings that could simulate units being in or out of supply. Bombardment is a big plus, already.
Multi-player, including long-turn, is fine.
How many unit slots are available, and can this ever be increased?
Originally posted by Boco
How many unit slots are available, and can this ever be increased?
I think the basic game supports as much as Civ2, but only because the default ruleset was written to support the Civ2 number of unit slots. By editing a ruleset the number of unit slots can be expanded. How much, I have no idea. If my memory serves me right a number of rulesets and unit graphics support more and less.
As far as map imports, I believe himasaram created a unitlity that does this.
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