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
Ok, I modified the scen and version 0.1 is now ready for playtest!
I just sent you the files! Note that the description are not written (yet! I hope to finish them before the end of next week!)
And I would be glad if you could play with other civs than A-M too!
Here is how I answered to your requests and comments:
1)"the civ starts with trade unit but no Trade tech, so the Supply&Demmand of F5 doesn't work. To correct it, you need to give the trade tech since the beginning."
That was initially done on purpose: you can build trade units from start, but without knowing how to make it really lucrative! So you could make big cash, or be really disappointed! This is until you research the Ponce da Quirm tech (a famous explorator)
If you think this is REALLY awkward, then I could change it!
2) "The units: aren't there personalized units? Because I think A-M is very very powerful (with Guilds to put the people happy I'm able to mantain a sustained 3-turns-per-tech research), so maybe weaken units will balance that."
and
"I think that the tech-rate, at least the one of A-M is way too fast... Can you slow that?"
I gave the 4 other A-M cities to the Independents (Sto Lat, Sto Helit, Sto Kerrig and Quirm, leaving only Ankh-Morpork itself! And I removed the 2 trade roads from A-M!
This should slow A-M tech a bit (by over 1 third at start), with the added bonus that you now need to conquer the Sto plains cities (or others) really quick to bring food to A-M before it starves...
3) There was a (non lethal) problem when AM starves - a rather odd message appears about losing a trade route. "
I'm afraid it's a standard Civ message and not something I modified! I'll leave as such for now, unless you think it should be changed!
4) "I was able to trade technologies and subsequently build moving turtles. In another game (as Ramtop(?)) I was able to build monsters of Ee in a couple of cities - was that a mistake as well?"
About the moving turtles, it was an error in the obsolescence tech, which I corrected!
And about the Monster of Ee: I put a new DD Monster in the settler slot, with a tech allowing the DD to build it when they take a city!
Hopefully, you won't be able to build any DD dedicated unit from now on!
5) "One thing that I did find odd. Playing as AM I was overuled by the senate a couple of times. I can't imagine any senator who tried to overule Lord Vetinari lasting very long." and "Possibly change the wording "The Patrician wisely accepts the advice of the guilds and changes his mind" or something like that."
Uberwald being a Republic too, I can't change it making a reference to the Patrician! But I might make a reference to "The ruler accepting the advice of the guilds and head families", what do you think? I haven't done it yet!
6) "I have created one own city north-west of Sto Kerrig and one colony at the moth of a river in the west (24,54), as I have explored the whole coastline there."
As I wasn't intending the player to build many cities, I removed 1 of the starting Public Workers from each civ, and I slowed the appearance of the new ones...
7) and a few other things: I lessened the appearance of barbarians, and after a while, the Independents get the tech allowing them to build city walls (note: some cities have them from the start!), so hurry...
3) There was a (non lethal) problem when AM starves - a rather odd message appears about losing a trade route. "
I'm afraid it's a standard Civ message and not something I modified! I'll leave as such for now, unless you think it should be changed!
The problem was not just the odd message, but also the fact that no population was lost. It may be a standard message, but I've never met it before and since nothing seemed to happen I was able to ignore it. On the other hand, getting this pop-up every turn was annoying.
I've received the new version, but I'm not sure when I'll have a chance to try it out.
I've played some turns with AM. I can confirm that starting with a single city is more challenging. I couldn't do very much until I built some wizard units.
And BTW, the problem with AM starving seems to be solved in this version. The messages and population loss work correctly.
Did you recolour it yourself?? If yes, I might use your talent for some unit...
And the green dragon might appear in another scen, but let's finish this one first...
Actually, I think the one who recoloured it was Mr. Oobir. You can use paint shop pro to recolour units though.. there's a lot of info in the "graphical workshop"
"Peace cannot be kept by force.
It can only be achieved by understanding"
Vincent, FYI I haven't forgotten this scenario - I started a new job this week and have been flat out. I'll definetly have a look at this scenario over this weekend.
'Arguing with anonymous strangers on the internet is a sucker's game because they almost always turn out to be - or to be indistinguishable from - self-righteous sixteen year olds possessing infinite amounts of free time.'
- Neal Stephenson, Cryptonomicon
I have played some turns with the ubersomething civ.. I will come back with a better report when I've played more of course. I've just realised that I have to trade some, though it takes ages to get anywhere. And my army has no chance against the independents crossbowmen.
"Peace cannot be kept by force.
It can only be achieved by understanding"
Originally posted by Arthedain
I have played some turns with the ubersomething civ.. I will come back with a better report when I've played more of course. I've just realised that I have to trade some, though it takes ages to get anywhere.
What would you think about making the trade units faster? Keeping in mind that the 2nd trade unit, the Luggage, IS faster...
And my army has no chance against the independents crossbowmen.
Yes, something I noticed too. The crossbowmen might well get their stats lowered...
Originally posted by rjmatsleepers
I've played some turns with AM. I can confirm that starting with a single city is more challenging. I couldn't do very much until I built some wizard units.
Yes, reducing the Crossbowmen stats might help here too!
For now, try exploring with your scouts, and try to recruit Barbarian Heroes: they should be able to help you conquer cities!
And BTW, the problem with AM starving seems to be solved in this version. The messages and population loss work correctly.
Glad it does: the best way to correct a problem is DO NOTHING AND WAIT TILL IT DISAPPEARS...
BTW does it have to be in MGE? I was going to play some turns yesterday, but I didn't have the disk in the drive and I couldn't be bothered to put it in so I played something else instead.
Originally posted by rjmatsleepers
Sounds like you're making steady progress.
Yep! Though not as fast as I hoped...
BTW does it have to be in MGE? I was going to play some turns yesterday, but I didn't have the disk in the drive and I couldn't be bothered to put it in so I played something else instead.
If you mean MGE compared to Classic Civ II, of course yes! but I suppose it's not what you meant...
If you mean MGE rather than FW, then I suppose it should be playable under FW too (not sure though); the only issue I am aware of is the events size; the size of my event file is pretty close to what the FW engine can handle, but I don't know on which side of the "boundary" it stands... And don't you need the CD in the the drive for FW as well??
And there is somewhere a no cd patch for MPGE which basically removes the need for the cd once the game is installed. There is no link for this patch, I haven't got it, but if you ask on the forum, I'm sure someone will send it to you (it's not allowed to post it on Poly). This should make sure you keep on playing Civ II rather than anything else...
If you mean MGE rather than FW, then I suppose it should be playable under FW too (not sure though); the only issue I am aware of is the events size; the size of my event file is pretty close to what the FW engine can handle, but I don't know on which side of the "boundary" it stands... And don't you need the CD in the the drive for FW as well??
And there is somewhere a no cd patch for MPGE which basically removes the need for the cd once the game is installed. There is no link for this patch, I haven't got it, but if you ask on the forum, I'm sure someone will send it to you (it's not allowed to post it on Poly). This should make sure you keep on playing Civ II rather than anything else...
I generally play 2.42 which doesn't need the CD in the drive. I don't often play scenarios, but when I do, it's usually with FW which also doesn't need the CD. Of course FW has a killer bug for regular play, and I suppose it may cause problems for scenarios as well. Until the diskworld scenario, I had only used MGE for the silly rules succession game.
I suppose it depends on the audience you are writing for - are most scenarios written for MGE?
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