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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
Originally posted by MJW
Should we detop this theard?
Feel free to try it. I did, and failed. Even mighty Ming refused to detop it without the agreement of the site owners. We asked them, but they prefered not to respond. Well, to have a thread with such an author in the strategy forum must be a precious thing.
Feel free to try it. I did, and failed. Even mighty Ming refused to detop it without the agreement of the site owners. We asked them, but they prefered not to respond. Well, to have a thread with such an author in the strategy forum must be a precious thing.
talking about overpowered units, i think it is obvious what units are powerfull
swordsmen, horsemen, knight, cavalry.....
but units balance is the one single thing that makes me like civ3 over civ2 (while civ3 definately has some mayor flaws imo)
in civ2, i always went strait to up the religion tech, both for hapiness wonders and for the crusader. the cusader completely owned everything in early game, while other attacker units were kind of useless.
after aquiring the crusader, it would take ages before a better attacker would be available.
In civ3, new usefull units are available way more often in the time line. This is just what makes civ3 stand out.
Is this the longest open tread ? almost 2 years!!!
I used to mod the game a lot, but now I have given up and just
run defaults. It's easier to remember settings.}{
But I have added many of the civfan additions.
It may have been said before, but here are my biggest dissatisfiers:
All Eras
1. enforced trade.
It should be possible for a civ to not trade as much and still
be in the 4-7 ranking.
2. Border violations
Sometimes I just want AI to leave, and don't want to say
"leave or war". The costs of border violations should be
equal for AI and human.
3. Lack of abilility to not show build options on city build menu
Calvary never leave menu. If you have MA, why have cav's?
4. Need more Small Wonders
Game is getting boring because one path works.
5. Preference option to increase UU's
Why have only one UU per civ? Yes, for first three skill levels, but not for advanced.
6. Barbarians
Why stop at horsemen? Ok to stop tech gain at end of ancient, but
show have some unit above horsemen in later era. Modern era should have slightly weaker guerrilla and Guerrilla in pickup truck type of unit instead of horsemen.
7. enforced warfare
Too hard to win without warfare, period.
8. Air and naval units too superfluous.
Since the thread is so old, wont' gothru era by era. It will be interesting to see if newest addition, C3C ??, just skimmed info about it, will address any of these weaknesses.
one thing that reaaly bugs me is the workers set on auto stop working without notice and then hide in nearest citys. would be better if they simply stayed where they were like the auto-pollution cleaners do and just flash to tell me they are free again. i can then reassign them to other continents or other work
GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71
Don't automate them and you won't have that problem.
Once they are done, I just pile them in the open so I can find them when a job comes up. If they get into the cities in large numbers it is a real pain.
a little of topic bu very important... concerning units..
posted by Velociryx
HP: I would be very interested in seeing an editor option to allow for giving each era's troops a hp bonus though, such that an elite ancient era warrior tops out at five hp, but an elite middle ages knight tops out at 6 (on the thinking that the knight's battlefield experience is more applicable to the era than the warrior's, and should be reflected in some way.
I tried it. I just simply adjusted manually (extra HP in the editor) for every unit, keeping in mind in which era they are. IT's simply great. First technology really makes a difference. Second, upgrade too. I made all units upgradable to the one that is the most alike in the next era, even UUs. I can tell you the game is definitly harder. You need moyey and science... not one of the two. What is also very cool is that finally you get games that end up in the nuclear period and not only those games stopping with cavalry because of conquest. Plus, the week players (having no ressources for example) are quickly eliminated, which makes the game much harder. It's alway harder to conquer big empires or to stand their attacks. (I also saw something rare.. don't know if it is linked to this change... an ennemy really planning his attack. At the right moment, with the right units and in enormous amount...) Isn't it great!
try it... JF
To be governed is to be watched over, inspected, spied on, directed, legislated, regimented, closed in, indoctrinated, preached at, controlled, assessed, evaluated, censored, commanded; all by creatures that have neither the right, nor wisdom, nor virtue... "Proudhon"
Originally posted by vmxa1
Don't automate them and you won't have that problem.
Once they are done, I just pile them in the open so I can find them when a job comes up. If they get into the cities in large numbers it is a real pain.
manually doing over 150 workers in late game is a hassle so i tend to automate those in my home continent once my railroads are done so as i dont have to slow down my turns even more..
GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71
manually doing over 150 workers in late game is a hassle so i tend to automate those in my home continent once my railroads are done so as i dont have to slow down my turns even more..
What constructive work are you doing with that many workers after RR's?
Use xvma1's advice, stack workers away from cities so you can see them.
If you have a ton of coal plants you might need more than 20 workers, but
with acquired workers that native worker number can be lower all the way
thru the modern era.
Besides automate, remember you can do Shift-automate and still have fast turns.
Working with 20 workers instead of 150 will give you an additional 130 shields per turn.
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