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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
Besides, correct if I'm wrong, but I thought that a majority wanted to play with the existent factions, not with custom ones?
The vast majority voted for core SMAX rules, so any aid the AI get will have to be using the basic scenario editor, not though custom installations of SMAX.
1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
Taht 'ventisular link be woo to clyck.
Originally posted by Impaler[WrG]
Belivers - +25% on Defence as well as offence, Free Rec Commons, drop the -1 Planet rating
Morgans - Interest on his Energy Credits, Free Energy Banks
That seems overcompensating for me. Free rec commons means free market without a problem as soon as Miriam discovers IndEcon, and Morgan with energy banks would make them as powerful as Zak I think. Imagine: Demo/Green/Wealth: +2 Eco & +4 Eff, giving you the ability to run 100% Economy, that combined with a 50% bonus to credit production.
Gaians - start game with Alien Artifact, FreeBiology Labs
Lal - TechShare 3, basicaly the Planatary Datalinks.
The Gaians and PKs are generally considered to be among the strongest factions, so I don't think they need any boosting.
Anyway, it seems about everyone agrees about giving the weaker factions some advantages, but that there is disagreement whether those advantages should involve a better starting position or some improve faction characteristics. Should I start a poll about it?
The factions are so closely balanced as they are. The only faction that could possibly use a boost is Spartans getting something minor like +1 Effic. Anything else and we'll break the factions, so best to leave them be, and perhaps give the "weaker" factions a patch of monsoon jungle or something.
-Jam
1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
Taht 'ventisular link be woo to clyck.
Originally posted by Jamski
The factions are so closely balanced as they are. The only faction that could possibly use a boost is Spartans getting something minor like +1 Effic. Anything else and we'll break the factions, so best to leave them be, and perhaps give the "weaker" factions a patch of monsoon jungle or something.
-Jam
This is SMACX we're gonna play, more then enough 'strong' faction choices thus for DG's, SP's and AI's, especially if the progenitors will be played be AI's.
He who knows others is wise.
He who knows himself is enlightened. -- Lao Tsu
The factions are so closely balanced as they are. The only faction that could possibly use a boost is Spartans getting something minor like +1 Effic. Anything else and we'll break the factions, so best to leave them be, and perhaps give the "weaker" factions a patch of monsoon jungle or something.
I actually believe Jamski is right. I think factions are mostly precieved as weaker or stronger due to people's playing styles being incompatible or compatible.
Also a few extra bonuses at the starting positions really do make a world of difference with this game. Hive had an extra rocky mineral or two over other factions for example, while the drones had to travel a bit to get to their bonuses. I'm not sure the SP stunt the Hive pulled would even be possible without those rocky minerals.
I believe Googlie saw the Hive's weakness in turnplaying and compensated a little.
Originally posted by GeoModder
This is SMACX we're gonna play, more then enough 'strong' faction choices thus for DG's, SP's and AI's, especially if the progenitors will be played be AI's.
True, but wouldn't you find it a pity if we were never to see a human Cult, Spartan, Believer or Angel faction in a ACDG, and it would always be the 8 strongest factions that get picked by human players every time?
Originally posted by Kody
I actually believe Jamski is right. I think factions are mostly precieved as weaker or stronger due to people's playing styles being incompatible or compatible.
I agree with you on that for all factions except two: the Cult and Spartans. IMHO one needs a good industrial production for about any play style, no matter if it's peaceful builder or agressive warmonger, and with their -1 Ind and inability to run Wealth those two really lag behind.
Perhaps some of us could play some challenge where an Alien faction needs to be conquered as fast as possible, and compare what factions can do it fastest: the conquer factions Cult or Sparta, or builders such as UoP or the PKs?
Also a few extra bonuses at the starting positions really do make a world of difference with this game. Hive had an extra rocky mineral or two over other factions for example, while the drones had to travel a bit to get to their bonuses. I'm not sure the SP stunt the Hive pulled would even be possible without those rocky minerals.
Does that mean you wouldn't agree on slightly modifying some factions, but would agree with giving a better starting position?
The Spartans abilites to basically produce elite laser rovers 3-1.5-3 units in the very early game is not to be underestimated though.
-Jam
1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
Taht 'ventisular link be woo to clyck.
Does that mean you wouldn't agree on slightly modifying some factions, but would agree with giving a better starting position?
Yeah I would agree on a slightly modified starting position. However, I want to annul any vote I have in the next ACDG. For the record I'm not even sure if I'm going to commit to the next ACDG. I've got conflicting real life work and knowledge that I spent far too much time on the last ACDG.
Edit:
I know JustinShane had a neat cult strategy, and I know a friend that did really well with cult on high fungus in single player.
You have to be really careful that a bit of a help doesn't turn into a decisive advantage. I've haven't played many games, but the games I have played I've looked very carefully at. Small changes can make big effects sometimes.
Modify only starting positions, since it will be enough.
SMAC/X FAQ | Chiron Archives The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw
Originally posted by GeoModder
This is SMACX we're gonna play, more then enough 'strong' faction choices thus for DG's, SP's and AI's, especially if the progenitors will be played be AI's.
No Progenitors! :0
Down with SMAX factions! :0
Trithemius
["Power performs the Miracle." - Johannes Trithemius
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