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
An honest Xenobanana from me No, really, I'm going to take part whatever version we play - just so long as everything works out, and we don't end up with two teams of three people and one team of 17 - that's not so much fun.
-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.
I think we're slowly getting there. I think we need 2/3 anchors per team.
By anchors I mean players who can actually play the game PBem style.
This would not now be a case of playing 4-8 turns per session as last ACDG, but the members receiving copy of turn and communicating views to player/leader on next move. And of course future plans. The player would then play the turn.
Turn rate would vary depending on team decision making style (now is that not politic).
On the ISDG 2012 team at the heart of CiviLIZation
Originally posted by Hercules
Turn rate would vary depending on team decision making style (now is that not politic).
I think in the Civ3 PtW DG the team HAS to pass on the turn at most 24 hours after they received it. I think we should use a similar time limit here as well, otherwise we might get stuck with playing one turn a week, which would lengthen the game quite a lot...
I don't see why. As long as you have some basic plans in place (and the actual rate of turns per day may in fact be slower than what we did in first DG, remember) and are prepared to improvise a bit if necessary, I see no reason why one would need 48 hours to play one turn.
Originally posted by GeneralTacticus
I don't see why. As long as you have some basic plans in place (and the actual rate of turns per day may in fact be slower than what we did in first DG, remember) and are prepared to improvise a bit if necessary, I see no reason why one would need 48 hours to play one turn.
Yes, 48 hours seems long if plans are in place.
"We are living in the future, I'll tell you how I know, I read it in the paper, Fifteen years ago" - John Prine
No, it may not take 48 hours, but as a maximum, I think it would be good. Suppose someone forgets, or has a day without the net. Usually it would take less than 24 hours, but as a maximu, later in the game, 48 might be a good idea.
Smile For though he was master of the world, he was not quite sure what to do next
But he would think of something "Hm. I suppose I should get my waffle a santa hat." - Kuciwalker
Well, as long as each team has more than one person who can play the turn (at the PTW DG each team has three, but that may prove too many here), that shouldn't be a problem too often.
True, although we do not need to decide now. If we start with 24 hours per turn, then we may move to 48 later if we need to, but that we can decide later.
Smile For though he was master of the world, he was not quite sure what to do next
But he would think of something "Hm. I suppose I should get my waffle a santa hat." - Kuciwalker
Well, as long as each team has more than one person who can play the turn (at the PTW DG each team has
three, but that may prove too many here), that shouldn't be a problem too often.
That's just the sort of detail we need to know and discuss.
On the ISDG 2012 team at the heart of CiviLIZation
I joined this game (and other Demo games) in order to sharpen my own playing skills. I have had my eyes opened considerably, but I don't feel I am ready for this. Chalk me up as one of those inexperienced players who is reluctant to look at anything beyond team decision ATM.
We could always go the way of the civ2 demo game. We are on our third game. All Deity, and there's never a question of losing normally. But for the last two games we have put in our own restrictions - this game we are not allowed to build Wonders or Caravans, shoving us firmly into a different role - there's no caravaning wour way to a win - we will have to fight and fight often.
Why don't we think about this with SMAX? We can say that crawlers are not to be used, or only for rushing - no crawling squares. Or we can't build SPs, we have to capture them. Or we can even mod a faction to have no positives, or fewer positives, or no advantages whatsoever!
Please, I want to learn more, and I want to join in, but I don't feel up to it with PBEM. Can't we think about giving a challenge like what I have mentioned for the veterans, and still allowing those of us who need to learn to do so under the protective (and sometimes evil) umbrella of said veterans?
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