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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
I haven't look at your saved game yet, but is it possible that Holland had an MPP with a third party (say Sweden) and that Sweden was attacked by Britain, hence triggering the war between Brits and Batavians?
The books that the world calls immoral are the books that show the world its own shame. Oscar Wilde.
I got the same problem.
I made a mode. Large, 31civs+me, and divided by 4 lock MPP alliance. To make it simple,
For example :
Lock Alliance A - A1, A2, A3, A4
Lock Alliance B - B1, B2, B3, B4
No Alliance C (Me)
1. C ally with B1
2. C declare war on B2
next turn
3. B2 attack C on C' soil
4. B1 declare war on B2 (standard MPP)
next turn
5. B1 Attack B2
6. B3, and B4 declare war on B1 (Lock MPP)
7. B3 attack B1
8. B2, and B4 declare war on B3 (Lock MPP)
etc.
At the end, Lock Alliance B is fighting each other, and it seems they never peace (once they declare war ussually they dont want to talk each other for at least 10 turns). So, the turns seems never ending (but I havent checked, too many pop ups. Just quit the game)
Game is just for Fun. Dont play the game if its not fun for you - binyo66 :)
I haven't checked the save, but I know it happens, cause it happened to me.
As France, I had to go and wipe out the Danes, which wasn't a bad thing actually.
"The Pershing Gulf War began when Satan Husane invaided Kiwi and Sandy Arabia. This was an act of premedication."
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Looks like we've found another "feature" that Firaxis decided not to mention in the manual ...chances are it may be 'mentioned' in a later patch, though...
Seriously, though, perhaps Civs in a locked alliance shouldn't be able to sign MPPs, or have MPPs not take effect in such situations.
"Feature" is a nica call. I could beat on any level alone, as long as other civs are locked alliance one each other. I'm agree a civ with Locked MPP should not make any other MPP. However, AFAIK the locked MPP never make MPP with other parties (AI) (but I just played 1-2 games with Locked MPP). But, they do ally with other locked MPP parties very often.
Game is just for Fun. Dont play the game if its not fun for you - binyo66 :)
I guess the easy solution would be banning MPPs in games with locked alliances.
Why can't you be a non-conformist just like everybody else?
It's no good (from an evolutionary point of view) to have the physique of Tarzan if you have the sex drive of a philosopher. -- Michael Ruse
The Nedaverse I can accept, but not the Berzaverse. There can only be so many alternate realities. -- Elok
That’s interesting. Because as I noted above, in a locked alliance mod I made, I’ve tested and tried to attack units I’ve been in a locked alliance with. The system wouldn’t let me. It looks like MPPs throws everything into chaos.
One oddity I did notice playing the mod:
The locked alliance drags me into a war. Standard MPP procedure – the foreign advisor pops up, tells me (let’s say) China has attacked our brothers the (let’s say) Iroquois so we must declare war on the Chinese. I check the diplomacy screen and the red line shows that we are at war with the Chinese. Then the Iroquois sue for peace, and without my having to negotiate peace on my own, the red line disappears and I am no longer at war with the Chinese. This has happened more than once.
I’ve been dragged into wars with a MPP in the epic game, I don’t ever remember being able to go from war to peace without using the diplomatic screen.
"Guess what? I got a fever! And the only prescription is ... more cow bell!"
It's difficult to break your own lock MPP. The trick is to MPP with a civ that would declare war on one of your lock MPP (or the other around), and then expecting your locked MPP civ would attack your MPP (which would force you to declare war on your own locked alliance).But its easy to break other party alliance.
Game is just for Fun. Dont play the game if its not fun for you - binyo66 :)
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