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.
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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 DrSpike
I said it dealt with stacking in the best way. A quick taxonomy:
Civ1: best unit defends.......and all die if it loses.
Civ2: Same
SMAC: Best unit defends, but all units take collateral damage if it dies. Hence (in MP at least) stacks of doom are asking for a big phat missile.
CTP/Civ3: Only the unit that is attacked dies. It's a little mindless IMO.....less skill necessary to successfully attack.
I think you should consider that in CtP and CtP2 you can attack with multiple units at the same time, you can and will attack all units in a square (not just one of them as in Civ/SMAC), and there are different kinds of attacks: melee, flanking, ranged, bombarding... That makes a HUGE difference and is FAR superior and more realistic to any other Civ game.
CtP1/2: Stacked combat, public works, bigger city radius, border along with fortifications.
SMAC: SE, Unit workshop, Planetary Council
Civ3: Culture.
<Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running. Play Bumps!No, wait, play Slings!
I think you should consider that in CtP and CtP2 you can attack with multiple units at the same time, you can and will attack all units in a square (not just one of them as in Civ/SMAC), and there are different kinds of attacks: melee, flanking, ranged, bombarding... That makes a HUGE difference and is FAR superior and more realistic to any other Civ game.
Maybe it was mean of me to lump CTP with civ3 on that regard.
I'm not after realism.......but the effect on gameplay. I will admit my CTP experience is nothing like as deep as other civ games, so feel free to tell me why CTP is better than I imply.
I did play CTP out of the box though......and the word on the street is it needs to be heavily modded to be playable. Not really a great advert though, huh?
Originally posted by DrSpike
Crawlers were completely imbalanced though
so are a lot of things in SMAC, which comes from the AI's crappiness. they are still a very good idea, and an easy way to beat the crap out of the AI (which is not necessarily a good thing)
Maybe it was mean of me to lump CTP with civ3 on that regard.
I'm not after realism.......but the effect on gameplay. I will admit my CTP experience is nothing like as deep as other civ games, so feel free to tell me why CTP is better than I imply.
I did play CTP out of the box though......and the word on the street is it needs to be heavily modded to be playable. Not really a great advert though, huh?
As you wish/ In unmodded form the games are really not too great, especially CtP 2 - because of a *terrible* AI - if you ever played civ, you would be able to beat it on toughest level with first try.
For CtP2, the Apolyton Pack is basically a big patch made by Apolytoners that fixes the bugs in game, and makes it work properly, also with a better AI. And the upsides of CtP2 (+ Apolyton Pack) are:
+ Public Works. A nice model for field improvements, more strategic than workers, and certainly less tedious - no longer moving a hundred units by hand every turn.
+ Sliders. While CtP has governments, the global civ sliders in it also add something from SMAC SE, giving you the best of both.
+ Stacks. Combining units into armies taking in account their abilities (ranged, melee, bombard, etc). Not only it fixes the phalanx vs. tank problem and is quite realistic, this approach makes you *think* of how you build your armies.
+ Unconventional warfare. That is some stuff that can be very fun...
+ Caravans. Work way better than in Civ 1 or 2, and these are actually fun to be dealing with.
+ Stats, empire feel. Ever saw how much statistics can you get?
Well, that's a brief summary .
Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com I can kill you whenever I please... but not today. - The Cigarette Smoking Man
Stacked combat, Stacked movement! Ranged attack stats! You can move more/attack/defend with than one unit with one order. It completely revolutionises unit movement, beating seven shades of **** out of the Civ model.
Concrete, Abstract, or Squoingy? "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
Civ1: It's just CIV.
Civ2: I don't like isometric maps either. Modding is what I found best in that game.
CtP2: Stacked combat. Laughing at the default AI.
+:
MOO: Ship design (unit workshop).
MoM: Heroes.
Clash of Civilization team member
(a civ-like game whose goal is low micromanagement and good AI)
web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)
Civ I- The History Screen (Playbackable!)
SMAC- social engineering, unit design/attributes
Colonization-
CTP- Public Works! No Settlers Needed for Public Works!/Slavers
Civ II- Modability!
Civ III- Crap.
EU- Diplomacy
EU II- History Screen!
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