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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
Originally posted by SlowThinker
Are you sure that an adjacent city square with a river works?
Yes, that works. Note, however, that the city square (if not on a river) doesn't actually show as irrigated on the screen until it borders on an irrigated square (or river or ocean), even while it counts as irrigated with regard to food produced.
The problem may be caused by my poor english...
But if your settler is the last unit assessed on the current turn and his work job be finished the next turn, then you can click him preventively before you press Enter (end of turn): he won't continue working the next turn.
Do you refresh both versions (apolyton and angel fire)? I hope so (but I would be lazy to do it): I have re-read the apolyton now.
2.2 3rd paragraph Irrigation can only be built if a square immediately (not diagonally) adjacent is ocean, river, or is a non-city square with irrigation.
Are you sure that an adjacent city square with a river works?
Originally posted by SlowThinker
2.2 3rd paragraph: continuation
Test result: Even the city square that was irrigated before building a city don't allow irrigation
I would include it. One day somebody could test it again...
Originally posted by SlowThinker
I think you can just click on the settler at the end of the turn: the work of the settler will be cumulated, but the settler will be waked next turn.
The key was the part about the job almost being done, and the Settler being assessed toward the end of the turn. I'll see if I can phrase that better.
Ribannah: This multiple-engineer thing is hard enough without single units being plural. I think I will continue to take liberties with the names.
Further, the unit is called "Settlers" or "Engineers", i.e. no singular nouns apply.
Think of them as teams, just like the "Horsemen" unit is more than a single rider.
I'm not sure, but I think you can find Settlers in huts until YOU discover invention (or maybe it is until explosives for Settlers?), just like you can still get tech when another tribe (but not you) already knows about invention.
Originally posted by Gastrifidis
3.4 If a Settler is about to complete a project, and you want it to use its charges for something else, it is very important to wake the Settler before its turn is assessed. Sometimes, this is difficult, because the last unit assessed on the last turn is usually the first unit assessed this turn.
I think you can just click on the settler at the end of the turn: the work of the settler will be cumulated, but the settler will be waked next turn.
Warning: If you press Ctrl-N (the "end player turn" order), then Settlers' work may be lost if they weren't assessed that turn!
Originally posted by DaveV
I think that settlers and engineers do their work twice as fast in any MP game, regardless of settings. Either it's a feature Microprose threw in to encourage terrain improvement in MP, or it's a bug they couldn't be bothered to fix.
OK, I hadn't heard that one before. What I heard was an option to double production output for all players. So forests produce 4 shields, etc. This would influence all kinds of things settlers do. Anyone know more about this?
Gastrifitis - I'm no MP guru, but I think that settlers and engineers do their work twice as fast in any MP game, regardless of settings. Either it's a feature Microprose threw in to encourage terrain improvement in MP, or it's a bug they couldn't be bothered to fix.
3.2 In MP games, settlers/engineers perform all their tasks twice as fast as in an SP game (i.e. settlers build roads in one turn, irrigate grassland in 3 turns, etc.). This applies specifically to games which are started with the "multiplayer game" option in the game startup menu.
2.1 Another wrinkle on the mined city hill trick. You can do this late in the game by transforming grassland under a city to a hill and mining it before the transform is complete. It's probably worth stating explicitly that a mined hill city site will produce 2 food and 3 shields (for a long time, I assumed it would be just 1 food).
Originally posted by SlowThinker
2.2 3rd paragraph Irrigation can only be built if a square immediately (not diagonally) adjacent is ocean or river or has irrigation also. ...and that adjacent square is not a city square.
Hmm, if you could irrigate next to the square the city was built on before building then you can afterwards, but you have to treat it as a non-irrigated square for these purposes. Also this section - I thought that pollution halves the output of that square of each resource (rounded up).
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