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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
In the epic game, I have had many seemingly unintentional wars started by naval units running into my submarines.
This did not happen in PTW, and I wonder if it was intentional.
Originally posted by WarpStorm
Sure it did. I had it happen lots of times. In addition, I had lots of things happen like this when I experimented with invisible land units.
In my last several games of PTW, non-enemy shipping would neatly turn to avoid a collision with my submarines. I do not recall which patch made the change, or whether it was PTW or vanilla. EDIT: According to the Readme's, it was vanilla 1.16 where they fixed the sub stuff.
I have always preferred submarines (especially nuc subs) as pickets and illicit surveillance of AI coastal areas.
First there were the war-causing collisions; then the at-war AI going after subs it hadn't "legally" spotted yet; finally the AI was taught to ignore them until legally spotted, except to avoid collisions when not at war.
Originally posted by alva
Well, Arrian, many people would like to see split ups(forgot the term from civ 2 ) when the enemy's capital is taken, this does comes close to it.
It gives you a reason to go after the palace/capital aswell, as there is a real incensitive to do so.
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I'm not saying it's realistic to destroy certain wonders, but again, this way, you are not certain to get any spoils of war by taking a city with loads of arty (and deaths amond civil population). If you want the wonders, you try to get it with the risk of many casualties on your side.
schism. though in the scenarios you could set the game to No schism.
long as I can destroy city walls, I don't care so much about destroying other improvements.
It seems realistic that wonders can be destroyed (except maybe having the pyramids or Hoover dam destroyed by catapults ), but of course I don't want them to be destroyed
palace should be destroyable, and they should have to be REBUILT.
SUCK IT PALACE JUMPERS!
and the super-odd thing here is that bombard units are supposed to hit the units first in c3c...
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
I agree a palace should have to be rebuilt. I am not too fond of the new bombing either. One plane, one run and it wrecked a great wonder! That is ugly IMO. I don't mind that they can be blown up, but it should be hard.
Originally posted by vmxa1
I agree a palace should have to be rebuilt. I am not too fond of the new bombing either. One plane, one run and it wrecked a great wonder! That is ugly IMO. I don't mind that they can be blown up, but it should be hard.
Pardon me, but what would you DOO??!
Give the wonder HIT POINTS???
How about a big sign, saying "Bombing this city risks destroying the ___ Wonder."
(This wonder-killing thing hasn't happened to me yet. I'll probably be just as upset when it does.)
Originally posted by Uber KruX
palace should be destroyable, and they should have to be REBUILT.
SUCK IT PALACE JUMPERS!
and the super-odd thing here is that bombard units are supposed to hit the units first in c3c...
hi ,
, maybe the same should be said then about some wonders also , ......
but yeah , to rebuild it from nothing would be good , aldo there should be a temp palace jump when the palace is destroted that would work only at half compared to a full palace , .....
every gov ( well most ) have some sort of back up in case something goes wrong , ......
They can't built armies, the can't rush anything and they can't start a science age.
I have also tried to make seperate units with various leader capabilities, but without any succes.
There is only one Leader-unit in the editor and I suppose the unit is only given the real leader special action when it is generated in the game. That sucks!
I wonder why they have not simply made one unit the normal Military leader and one unit the Science leader? That would be much more clean. The current solution is some kind of quick-and-dirty fix to put in the science leader.
Has anyone found a solution please say so. If not:
Firaxis: Please, make each kind of leader a different unit with its special actions defined in the editor and not in the gamecode.
Pardon me, but what would you DOO??!
Give the wonder HIT POINTS???
How about a big sign, saying "Bombing this city risks destroying the ___ Wonder."
(This wonder-killing thing hasn't happened to me yet. I'll probably be just as upset when it does.)
I sure there are many technics to deal with it. I knew they had only one bomber left and I should have wait for the fighter to be on patrol before I rush an airport. That was destroyed on the one pass on that city. I had just not gotten used to the new easy of bombardment. No more failed run (well it seems that way) and they hit structures, not troops.
This is fine, but some structures should require more than one run to get. Airports will not be destroyed by a since run. Yeah I know you are going to tell it represents a zilion planes.
Look at WWII, those fields had to be hit every day to keep them non operational.
Okay, I just played the Middle Ages scenario as the Germans.
1) The Turks have invisible units, you hear the combat sounds and see your unit fighting but the Turk unit is invisible. They are also non existent on the following turn if you click on tiles to locate them.
2) There are MISSING pcxs like Hap's and such, after 48 hours of gameplay when I won via Victory Points the game crashes because not all of the pcx's are there from the install.
I knew I shouldn't have tried to play a FIXaxis product right out of the box................
Originally posted by GhengisFarb
Okay, I just played the Middle Ages scenario as the Germans.
1) The Turks have invisible units, you hear the combat sounds and see your unit fighting but the Turk unit is invisible. They are also non existent on the following turn if you click on tiles to locate them.
1) There are invisible units available in the game. Unless you have a unit that can spot invisible units, you won't see them. It happened to me when I was attacked by Assassins, but hadn't learned the tech to build Spies that would be able to see the Assassins.
They can't built armies, the can't rush anything and they can't start a science age.
I have also tried to make seperate units with various leader capabilities, but without any succes.
There is only one Leader-unit in the editor and I suppose the unit is only given the real leader special action when it is generated in the game. That sucks!
I wonder why they have not simply made one unit the normal Military leader and one unit the Science leader? That would be much more clean. The current solution is some kind of quick-and-dirty fix to put in the science leader.
Has anyone found a solution please say so. If not:
Firaxis: Please, make each kind of leader a different unit with its special actions defined in the editor and not in the gamecode.
/Firebird
hi ,
have you tried yet with PTW , .....
can you attach a save , .....
there are indeed some problems with the editor , but units seem to work more or the less , well okay out of 15 extra starting units one got lost , over and over again , its an extra king , ......
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