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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 gotta question about the pyraminds now, do they not build graneries now, and what's this sunboat, if you build the pyramids in an in land city, will you get the boat/oblisk?
what about doubling the hit points for all the units (I don't know if this is possible), or some way of evening the new-units lose to old ones ratios.
Just an example I have lost two battleships in my first game (I haven't finished this one yet - the tournament one) - one to an ironclad, and one to a transport
I have sunk 2 ironclads before, with one battleship, and a few frigates with the other one. The next thing I know is I attack the ironclad and I am sunk, not to mention the frustration when in the next attack I lose to the transport with the other one, and enemy managed to make the landing! (both battleships with 3 hitpoints vs ironclad/transport with four, but anyway ironclad lost two HP, and transport two???) I'd say this is a bit on the extreme side. (I read somewhere that it should have been 98% in favour of the battleship when attacking ironclad, but it surely isn't)
I guess if you had double the hit points for each unit there would be 50% less chance for weaker units to win since there would be 2X more probability "battles" therefore higher values probability should have twice as many chances to win.
I am not sure if this has been addressed, but just a thought, (or is there a mod that addresses this point aready?)
one more thing
I think it would be good to give fortresses zone of control (like in Civ 2) basically that enemy units have to either attack the fortress or make a nice roud walk around it if they want to go trough. That would give fortresses some sense and make defending borders sensible. (you could have fortresses every three squares for example on the front line and noone could go trough, maybe some stealth unit?)
btw, I missed, but what is the Blitz ability?
and can aircraft sink naval units anc the other way around now?
-- I am getting ready to play your mod after the first normal game
Socrates: "Good is That at which all things aim, If one knows what the good is, one will always do what is good." Brian: "Romanes eunt domus"
GW 2013: "and juistin bieber is gay with me and we have 10 kids we live in u.s.a in the white house with obama"
i gotta question about the pyraminds now, do they not build graneries now, and what's this sunboat, if you build the pyramids in an in land city, will you get the boat/oblisk?
the pyramids no longer give you a granary in each city on the continant...instead it does two things
1) it allows you to build obelisks. only the player who controls the pyramids can build it
2) it gives you an obelisk in each one of your cities on the continant
the obelisk has the following stats:
*cost 80 shields
*one upkeep
*+2 culture
so while it isn't the greatest building ever...this means that if you build it and you have 10 cities on the same continant that suddenly the pyramids is churning out 23 culture a turn for you, and any new cities you place will start with a culture building, so in 5 turns the borders of all of your new cities on the continant will expand...even those that are so far away that they take a trillion turns to build a temple
so this means that the pyramids are now a symbol that allows a player to consolidate their empire with culture fairly rapidly
and yes it applies to every city
ps fascism was not going to be in this version at all, i was trying to add in the partisan unit, however you asked for it and you got it!
OneFootInTheGrave
i haven't tried doubling hit points yet because of one concern that i haven't got around to testing, and that is will units still only regenerate 1 hit point per turn...if so they will be out of action for twice as long which is something i'd like to avoid
i too have noticed that ironclads seem to be able to sink battleships at will...however although i have bumped up both battleship and ironclad stats, battleships have gotten the better end of the deal i think, i am also still adjusting cruise missile stats, so in version 1.03 they should be able to sink ironclads at will, but not completely rape battleships on a cost basis
i will see if it is possible to add zone of control to forts, if not i will make them cheaper just because you asked
btw, I couldn't find what is the blitz abiltiy exactly, and can airplanes sink ships now (and vice versa).
Socrates: "Good is That at which all things aim, If one knows what the good is, one will always do what is good." Brian: "Romanes eunt domus"
GW 2013: "and juistin bieber is gay with me and we have 10 kids we live in u.s.a in the white house with obama"
btw, I missed, but what is the Blitz ability?
and can aircraft sink naval units anc the other way around now?
you edited your post after i had responded
the blitz ability allows a unit to attack multiple times,
basically what this means for air units is that you can conduct multiple air missions in a single turn, like lets say you could rebase a bomber you built in new york over to london and then bomb berlin in the same turn for example
ground units just do multiple attacks with blitz, and now armies can attack multiple times so they should be much more effective
aircraft still can't sink naval units, but without gaining air superiority naval operations will suffer, and whatever i did to cruise missiles appear to make them capable of sinking ships!
I hope to finish my first (and normal) game by tomorrow.
Socrates: "Good is That at which all things aim, If one knows what the good is, one will always do what is good." Brian: "Romanes eunt domus"
GW 2013: "and juistin bieber is gay with me and we have 10 kids we live in u.s.a in the white house with obama"
Just checking out your mod but im wondering why you removed the cruise missile ability of battleships? I think I remember that the Iowa battleship was reconfigured to launch tomahawks and used them during desert storm..
Pretty sure at least. 1940s style battleship later updated with modern tech.
Just curious.
---edit: forget the above, just saw that you put it back in.
Last edited by Ancientfool; November 22, 2001, 18:38.
Seem to have some kind of hang bug with the mod. 1650bc or so playing as the Japanese. I traded Iron Working to the American Indians and the game went into a "please wait" for 15 minutes before I had to ctrl-alt-delete. Cant think of any unusual circumstance.
Never happened before so im assuming its the mod. PentIII 800, yada yada.
Last edited by Ancientfool; November 22, 2001, 21:37.
the reason i took out the battleship ability was not to confuse the AI, kind of like in how you can add worker abilities to all units but the AI won't recognize it unless it has every single one of the abilities and it is set in its AI routine to be a worker
once i am sure that the AI will use cruise missiles on Aegis cruisers then i will go and see if it can handle them on battleships with AI set to Naval Power
as for the crash, does it only do it with the Japanese or does it do it with all civs? i will play it and see if it causes my computer to hang up, and hopefully try to fix anything that it is causing it to hang...if there is any other info you can give me i'd appreciate it
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oh yea and if you think about it, the AI in civ3 isn't that much better than it was in SMAC, overall i say it is better, but the one thing that soren and the rest of the firaxis team did right was to simplify the rules enough to give the AI a chance
in Civ3 you will get the most productivity out of a square if it has been cleared and then has a railroad, and either irrigation or a mine and the AI has the following choices
Yeah, just happened again but this time at around 2500 bc. Screen frozen. Japan, regent difficulty, large world, middle archipeligo world, standard other settings with 11 (? max) random opponents. Both frozen games had the exact same settings.
This time it didnt follow a tech swap but otherwise im not sure what I was doing. Not running any other actual mods but I am using the Snoopy graphics set.
Ill try another nationality and see but otherwise im going to remove it for now.
well i will play with the same settings and see if it freezes on my computer, i did edit Japan so they liked fascism so that might be the cause of the lock up, or for some reason it might not like Snoopy's graphics set...but i will get back to you
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