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
By any chance, zulu, would you be interested in the ability to add eras?
I think starting diplomatic relations, as well as permanent treaties (player A is in alliance with player B for the whole scenario) are a must.
Lime roots and treachery!
"Eventually you're left with a bunch of unmemorable posters like Cyclotron, pretending that they actually know anything about who they're debating pointless crap with." - Drake Tungsten
Here's an interesting idea that could be implemented for spies and diplomacy (well, actually it's from "Seven Kingdoms II"):
Create Incident - You can create a sort of little "incident" (doesn't have to be specific, just use you're imagination ) between two nations and get them to declare war on each other. That way you'll have two nations obliterate each other although you're the real reason for it.
So targets of "Create Incident" will recieve the message "X has plotted against us!" and thus immediately declare war at another nation.
But the stipulation is that if you get caught, both nations will declare war on you.
"When we begin to regulate, there is naming,
but when there has been naming
we should also know when to stop.
Only by knowing when to stop can we avoid danger." - Lao-zi, the "Dao-de-jing"
Do the people at Firaxis ever read these things???
"When we begin to regulate, there is naming,
but when there has been naming
we should also know when to stop.
Only by knowing when to stop can we avoid danger." - Lao-zi, the "Dao-de-jing"
Actually, Azeem's comment about "Create Incident" reminds me of "Birth of the Federation". Although you wouldn't neccessarily start a war between two empires, you could definitely sour relations between them. Essentially, if you had enough points in Espionage (based on the number of espionage facilities you had in your empire) you could begin performing spying and sabotage missions using mercenaries from other empires, and could leave evidence implicating that empire in the espionage operation-it's REALLY cool (especially when you play the Romulans!!)
Anyway, I don't see why you couldn't have an extra espionage option where you can "implicate foreign power". It should cost a LOT more but you should be able to choose whom you wish to implicate from the available empires-this would be a GREAT way to end alliances and MPP's -not to mention start wars!!!
I'd really like to be able to set all human player units to automation.
Just think about it: protected artillery units patrolling your borders, fighters on constant recon/superiority missions, damaged units automatically fortifying until fully recovered, et cetera, and so on........
This is now a very tiresome micromanagement process once your empire has become large, and all you want to focus on is major strategies, but in wonderful SMAC it was fully handled by the A.I., if the player wanted it to.
Firaxis, or any skilled mod creator, is it possible to do this?
It would be greatly appreciated by many...
Am I right, or am I right, guys??
"There is no reason what so ever for a person to have a computer in his home."
- Ken Olsen, founder of Digital Equipment, 1977
Originally posted by Notech
I'd really like to be able to set all human player units to automation.
Just think about it: protected artillery units patrolling your borders, fighters on constant recon/superiority missions, damaged units automatically fortifying until fully recovered, et cetera, and so on........
This is now a very tiresome micromanagement process once your empire has become large, and all you want to focus on is major strategies, but in wonderful SMAC it was fully handled by the A.I., if the player wanted it to.
Firaxis, or any skilled mod creator, is it possible to do this?
It would be greatly appreciated by many...
Am I right, or am I right, guys??
That's my dream for Civ3. Patrols, patrols, patrols.
"Beware of he who would deny you access to information, for in his heart he dreams himself your master" - Commissioner Pravin Lal.
I don't know if anyone else has had the idea, but I'd like to create a terrorist unit, which can only be built when a civ is in anarchy. Of course, anarchy would be a valid government. The good thing about the terrorist unit would be that it is easy to build and has reasonable fire power. Bad thing would be, once you change government, they turn on you.
I guess I am still missing the fanatics from CIV2. But the fanatics of civ2 were not the double edged sword that these units would be.
I don't know if anyone else has had the idea, but I'd like to create a terrorist unit, which can only be built when a civ is in anarchy. Of course, anarchy would be a valid government. The good thing about the terrorist unit would be that it is easy to build and has reasonable fire power. Bad thing would be, once you change government, they turn on you.
I guess I am still missing the fanatics from CIV2. But the fanatics of civ2 were not the double edged sword that these units would be.
Originally posted by stechfreak
I don't know if anyone else has had the idea, but I'd like to create a terrorist unit, which can only be built when a civ is in anarchy. Of course, anarchy would be a valid government. The good thing about the terrorist unit would be that it is easy to build and has reasonable fire power. Bad thing would be, once you change government, they turn on you.
I guess I am still missing the fanatics from CIV2. But the fanatics of civ2 were not the double edged sword that these units would be.
-Stechfreak
Sorry, but it can't be done. There's no such thing as a government specific unit.
One more thing. I'd like to be able to set negative production numbers, just like I can with the culture. For instance, if I build a University in a city, it's going to draw a large number of that city's workforce, leaving less available for manufacturing.
And I really, really want the "Required goods must be in the city radius" moved to the general improvements area.
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