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
how embarrasing lecturing a guy from Spain on his own country! thank ACS for these face symbols
[This message has been edited by Miner (edited October 29, 1999).]
1. The coastlines look great! DON'T DO ANY MORE YET!
2. It seems that when you place a transporter on Map A, another transporter is placed on the destination map for you. Thus I think only one side of each map needs to be glacier only.
3. Don't try to start a Sci-Fi game as your third map will be gas-gianty. I tried to change the secondary map characteristics but then my sci-fi game had only one map. I started a fantasy game and things look OK but theres no telling what will happen when real terrain is added.
"You give a guy a crown and it goes straight to his head."
-OOTS
It seems that SidGames has finally lost it. The last couple of days my site was still available, now it's down. So the above link to the maps is broken... (Sorry for the inconvenience)
As an answer to your mail, Michael:
I don't have ToT. I haven't had a look at the map yet.
Sorry Mercator! I thought you were carrying on with the maps. I was going to email you to see how it was going. What do you need to decide before going on?
Tecumseh's Village, Home of Fine Civilization Scenarios
I'll defer to Mike Daumen on the placement of impassible terrain, but this is my take on it: As you move east on a map there should be a vertical row which overlaps with the next map to the east. This row would have transporters on it. The very next row to the east should consist of impassible terrain. That way a unit would have to go onto the next map (via transporters) and could not pass around to the west of the map they started on. Of course the same thing holds for units moving off the west edge of a map.
Tecumseh's Village, Home of Fine Civilization Scenarios
I guess my second reply to Mercator was lost in transmission. I'll leave the final word on the placement of the impassable terrain to Mike Daumen, but here's my take on it. As a unit moves east on a map it reaches a vertical row which overlaps the next map to the east. On this row is placed transporters which take the unit to the next map. On the next row to the east is where the impassable terrain goes, so that the unit moving east can't move around to the west side of the map it was on in the first place. Of course the same thing must be done in reverse for units moving to the west. I hope that makes sense.
Tecumseh's Village, Home of Fine Civilization Scenarios
The impassable terrain has to be over two spaces for every new map. I expect the easiest thing to do is to place the barrier in the middle of the first map and then move the barrier west two spaces on each successive map).
The biggest problem is linking everything back around to the first map. The last map can only be as wide as the sum of the overlapping spaces of the previous maps (or else the last map will overshoot the first map's barrier. Thus the project might be better as a three map deal using only a small bit of the fourth map to link the first and third maps.
Confused? I'll try to make a schematic and post it (but it would be easier for me if you email me a fax no. and I send you my handwritten drawing).
[This message has been edited by Michael Daumen (edited November 09, 1999).]
"You give a guy a crown and it goes straight to his head."
-OOTS
WOW THIS IS FANTASTIC!!!!!!!!!! I've been dying for this. Please keep up the great work. I'm not exactly sure how to link them all in a regular game though. Would it have to be a scnario? The maps look great
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