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
Agricola, do you think, as a b-day present, I could ask you to take a hex-look at the Italian scen and see if the MobWarfare toggle is toggled? Still trying to fix the no-barbarian-boats problem. Need the info.
Lost in America.
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu
"Jesus" avatars created by Mercator and Laszlo.
@Exile
A very happy b'day and my most abject apologies for screwing up, and in spades.
I had completely forgotten about the files you sent me in October and now have no idea what you mean by the 'Italian scen'. I'm guessing that my lapse resulted from either getting ready for and making our annual southward migration or a really serious seniors' moment.
Any chance that you could resend the relevant files? And what is 'Mob Warfare'? The level of Barb activity?
I hope that you still have my e-mail address. If not, please drop me a pm.
I'll do my best to deliver the answer to you as a Christmas present.
@ S. Claus
Please Santa, don't hold this against me. I've been as good as I can be for at least some of the year.
Excerpts from the Manual of the Civilization Fanatic :
Money can buy happiness, just raise the luxury rate to 50%.
Money is not the root of all evil, it is the root of great empires.
I'm trying to grasp why, in one scen, the barbarian boats appear via events and don't disappear turn 1, and yet, in another scen, designed at the same time, they won't and they do, respectively. It's a quandry.
My thought is that the Mobile Warfare tech was given to a civ in the no-boats scen, and that, whenever that happens, a hex-toggle is switched, even if the tech is subsequently taken away prior to "finishing" the scen.
The Mobile Warfare tech ENDS all barbarian piracy. So . . . if the tech was awarded to a civ, at any time during the development process, that no-barbarian-pirates toggle might remain switched off, and that's why the barbarian boats all vanish.
It's a theory.
But I need someone knowledgeable about such things to check it--see if the toggle is switched. Hopefully, UN-switching it should fix the problem.
I know that barbarian boats CAN be done. John Ellis' Hellas and Colonies series has barb boats attacking like pirana whenever you go near their ports. PM me an addy to send the files to and I'll fire 'em your way for a look.
Lost in America.
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu
"Jesus" avatars created by Mercator and Laszlo.
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