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
Why do we not use the 'rating' system permitted by the new Bulletin Board - any thread with more than 4 stars and more than 10 reviews gets included - or at least demands an editorial review ....
Ming - can you give the GL a five star rating please?
SG, regardless of the number of reviews and stars, it might be good to have them selected by the librarians. This would avoid any redundancy in the GL. It would be a shame to have the GL bogged down by an intimidating volume of links... Your criteria seem like a good flag, in any case.
The first President of the first Apolyton Democracy Game (CivII, that is)
The gift of speech is given to many,
intelligence to few.
Originally posted by Marquis de Sodaq
SG, regardless of the number of reviews and stars, it might be good to have them selected by the librarians. This would avoid any redundancy in the GL. It would be a shame to have the GL bogged down by an intimidating volume of links... Your criteria seem like a good flag, in any case.
I agree.
"You're the biggest user of hindsight that I've ever known. Your favorite team, in any sport, is the one that just won. If you were a woman, you'd likely be a slut." - Slowwhand, to Imran
Perhaps the next step for this, a printable, all you ever wanted to know about civ 2 guide. Which would include all the formulas discovered, the tricks and "cheats" we have discovered. It can be divided into sections, different people will type the sections, one person will edit them all, and one person will put it all together into a downloadable/printable format. If we include basic things it could be a book.... "The Ultimate Civilization 2 Guide"
I did not see a post about the ''Hut pattern'' ? Do you guys not know this yet, or is it not interesting knowledge?
There is a 100% fitting pattern for every map. the huts are always placed in the same way, just like the grass shield/ non shields are placed in a strict pattern. Just where the pattern is placed on the map is random. After getting a few huts, you can determine the pattern for the whole map, but this is very tricky.
You can also use a formula for the pattern that works for a high probability of getting a hut (the most likely chance to find the next hut).
The best is to use first the simple method, and with that see if you can figure out the complete pattern.
the simple formula is: if you find a hut, go 3 spaces to the left or 3 to the right. the chance you are then inside the next hut or you will see a hut right above you or below you is big.
If you see a hut or not both can tell you where you are in the pattern unless there is water on this location.
another thing about huts. did anyone write down the chances for what you get in huts in relation to the distance to your cities? this is not a 100% fit like the hut pattern, but it works. you can influence the outcome of a hut by placing your cities.
an example: if you see a hut near your first settler, take the hut and found your city on the exact location. if the next hut you find is in the closest hut pattern distance (except from 3 spaces straight) and it is also on grass or plains, the chance is bigger you get an advanced tribe then when you didnt found your first city on the first hut location.
thanks, Species - yes we do know about the hut pattern, but the information in your second post is new - to me at least. Of course founding on a hut can only ever give you one or two specials - so might not be optimal - depending on your style of play ...
i only use 1 special per city anyway to maximize the early trade/ production early in the game. my cities are too slow to use 2 or 3 specials early in the game, and i want to use them all constantly, but this is slightly off topic.
anyway: why do i see nothing posted about the hut pattern? do you guys know the 100% fit of the hut pattern? or just the quick/ dirty one?
First, there is a special pattern (8 in a group, etc., etc.)
Then, the relative position of a hut and a special can be figured out (two steps to NE, two steps to SW)
Put them together, you get a slow and clean hut pattern.
there are only 2 different groups of 8 huts. these 2 groups are situated to eachother in always the same way. So overall, there is only a pattern of 16 huts. It requires an image to show how this works. If you see the pattern, you can work out guidelines for your game to figure out where you are situated in the hut pattern. But mostly by the time you are 100% sure where you are located, most of the huts are already taken. but sometimes it helps.
In my last post I was too lazy to make it clear to everybody. The pattern of huts is difficult to recognize in a real game since after you open them they disappear (you have to write the positions down, even so you don't have a visual aid to find a pattern). However, the pattern of specials is easy to recognize. Here's the key: for a group of 8 specials, there will be 4 huts associate with them. The relative positions of the 8 specials and the 4 huts only has two possibilities. Now you can easily figure out huts' positions.
Sometimes one can be lucky - a start such as this allows the entire hut/special pattern to be fathomed ...
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The SGs in SG(2)'s wine cellar
Originally posted by Xin Yu
In my last post I was too lazy to make it clear to everybody. The pattern of huts is difficult to recognize in a real game since after you open them they disappear (you have to write the positions down, even so you don't have a visual aid to find a pattern). However, the pattern of specials is easy to recognize. Here's the key: for a group of 8 specials, there will be 4 huts associate with them. The relative positions of the 8 specials and the 4 huts only has two possibilities. Now you can easily figure out huts' positions.
Both specials and huts are placed in an undrestroyable pattern that is NOT random in ANY way. I have never researched whether the hut pattern is directly related to the specials pattern. If this is true, then the game becomes even more unpredictable.
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