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
If you give Armed Citizens ( barbs) the following parameters, they can kill defenders; cannot capture cities; and can be killed by any Union unit with a decent A value.
This unit will function correctly only for AI civs.
I´ve given the Armed Citizens these values but they don´t work. Barbarian and AI controlled civs can conquer my cities with these units.
Is there any way to give units the values like "cannot conquer cities" AGRICOLA mentioned above?
Sorry about that but AFAIK air units cannot capture cities. Looks like yet another AI cheat.
Try making it a unit with Domain=0 (Land) and Role=6 (Diplomacy). In that case, it will not be able to attack other units or cities. You can change the game file so it cannot subvert cities. Any changes in game file should apply to all diplomat/spy units in your scen unless there is yet one more AI cheat.
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´ve given the Armed Citizens now the Defense flag. If they fortified around the cities it´s also ok. You can´t get any supplies from these squares and must destroy the units. This should also be realistic.
It doesn´t work. I´ve given the units now a attacking point of 1 and better defense points. This works very well as they are now fortified when they are at a city.
I´ve uploaded a new version of my scenario. Please feel free to play some turns.
It´s a short version which only goes until Sept because I would like to hear from you if the scenario is too hard or too easy. I will complete the scenario (in the final version you can play until 1866) after some months, when I´ve more time for it. Then I will upload a Confederate campaign too.
"Military training has three purposes: 1)To save ourselves from becoming subjects to others, 2)to win for our own city a possition of leadership, exercised for the benefit of others and 3)to exercise the rule of a master over those who deserve to be treated as slaves."-Aristotle, The Politics, Book VII
All those who want to die, follow me!
Last words of Emperor Constantine XII Palaiologos, before charging the Turkish hordes, on the 29th of May 1453AD.
"Military training has three purposes: 1)To save ourselves from becoming subjects to others, 2)to win for our own city a possition of leadership, exercised for the benefit of others and 3)to exercise the rule of a master over those who deserve to be treated as slaves."-Aristotle, The Politics, Book VII
All those who want to die, follow me!
Last words of Emperor Constantine XII Palaiologos, before charging the Turkish hordes, on the 29th of May 1453AD.
Last week I played this scenario for a while. I have made some notes and have some suggestions. Some of the comments may not be fair as I have not had enough time to play right trough to the end but I will post them anyway. When I get enough time I will continue the playtest.
NOTES:
1, The Confederates don't seem like much of a threat at all. There is no rampaging Lee or Jackson to threaten Washington. If I chose to I can sit tight and build up my forces without any fear of enemy interference.
2, I haven't checked the events (flags etc) but I decided to bypass all the southern border cities (ant their reactive events) and go straight for Richmond. This was easy enough. I lost a few units but I arrived outside Richmond with a huge army. However it seems like none of my units can scratch the Confederate Garrison at all!
3, I seemed to be getting large amounts of reinforcements even though I hadn't discovered any techs. I would be inclined to make the player build his own troops. This way the player decides the strategy.
4, An event pop up mentions the Anaconda Plan and New Orleans. New Orleans isn't even on the map! Also I can't quite see the point in blockading the south when they aren't sending ships in and out of their ports.
5, Trade for the Union seems like an anomaly. The Confederates can't disrupt it and traders seem too expensive to bother building. I would consider cutting this from the Union version (it will be essential in the Confederate version!)
6, Minor points: Johnstown suffers a food shortage on turn 1. I know what the Anaconda plan is, but I have no idea what the tech does. The town terrain prevents me irrigating land around New York. I also don't seem to be able to build roads on wooded terrain. I have imported a lot of the terrain graphics from Tech's ACW scenario to make the map look a bit more rugged and interesting. I also replaced the road graphics with RR.
SUMMARY:
The scenario looks really nice but I don't think its right yet. If I were you I would:
- Use the same map as in Techumseh's game so the whole of the Mississippi is included.
- Ditch most of the Union unit events and make them build their own units.
- Use the events space almost exclusively to create Confederate units and events.
- Ditch Union trade and find a way to represent the blockade of the South.
- I think the Confederate version would be a lot easier to make. Historically they were up against a much bigger enemy with larger resources. This would be ideal for the Civ2 engine to represent. Tons of Union event created troops could pummel the south who would have to rely on cunning to outfox their larger opponent. You could have large invasions (Sherman, Farragut etc...) appear in randomized locations so no game is too predictable.
Representing the blockade would be easy. Event created union ships could challenge Confederate blockade runners trying to take traders to a European port in the Atlantic. I think making the scenario for play as the Union is just too easy, where as the Confederates it would play to Civ2's strengths (like a larger scale Frederick the Great).
This is just my opinion. As I said, I haven't played through to the end yet but I can see a lot of potential improvements.
I see there are many thinks I should change. Unfortunatelly I haven´t included the events for the Eastern Theater after the Union forces captured Fredericksburg. But it´s good to see that no unit can destroy the Confederate Garrison unit. Therefor you will need the Siege Howitzers. You will get some after researching the "Artillery Drill" tech.
I think the map is big enough even if there isn´t New Orleans on the map. I´ve noticed, the bigger the map is, the more stupid is the AI. Also I don´t like too big maps.
With the trade unit I will agree, I will disband it for the Union player.
The main problem for me was that the Confederates just don't seem a threat. Don't be afraid to make them really aggressive and numerous. A good human player will probably fight them off but at least the game won't be dull.
I´ve completely overworked my ACW files. Inspired by the interesting multiplayer game (Tecumseh vs. McMonkey) I adopted some things in my scenario.
First, the map is now greater and includes the whole Confederacy and little parts of the Gulf of Mexico.
The Naval Blockade takes now only affect when playing with the Confederacy. It doesn´t make sence to include the Blockade for the Union player as the AI doesn´t really knows how to avoid the Blockade.
Trade units are only available for the Confederacy. These units are not buildable, they will be spawned by events from time to time. You get a Cotton Trader (land unit) and also a Blockade Runner. Use them to break through Union Blockade and getting to London.
At the beginning of the game, the human player can´t build any units equal you playing North or South. Only state units will be spawned in the cities. This should reflect the fact, that both parties didn´t have a real army at the start of the war.
I´ve included little tech trees which allows the player to research army techs and buildable units.
I also made a graphical update and included many Terrain Graphics from Catfish´s site.
Currently I´m working on the city placement.
Graphics are all done.
Map is complete.
Rules file is mostly complete
I´ve now updated two of the four scenario projects I´m currently working on.
Below you will see two maps.
First my map for the War of Independence. I didn´t made major changes. I´m using McMonkeys Amerika Map he made last year. Because the map was too large I cut off all parts which I don´t need.
Playable Civs are only British Empire and the American Colonists.
The second map will represent the Civilwar in the mid of the 19th century.
One major change, I included the complete Mississippi and parts of the Gulf of Mexiko.
Playable Civs will be only the Confederacy and the Union.
My third project plays during the First World War. I`m trying to simulate the war on the Western Front. When I´m finished the city placements, I will post the map here on this thread.
My fourth project will take me back into the Medieval era, with knights, castles, crusades and the pope. In this scenario I try to make a typically Civ2 game, including a complete new tech-tree and more. Currently I´m using Curts Ostfront map, as I think it´s big enough for a ballanced game against hostile enemies.
Maybe after these projects, I will update my old MGE Napoleonic scenario to a modern ToT scenario
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