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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
I haven't took a stance regarding the AA yet. I'm a bit on the sideline untill we manage to infiltrate Yang and find out all he got for us...
As for the AA when it's in the civilized world, I think it's better to bring it ASAP to a base with a defender in it. For now, the plan is to bring the KC scout north as to avoid Yang's synth taking both pods there.
Btw, I hope AA's don't overcome sth when moving on a monolith tile? Not in my experience IIRC, but to be sure I'm asking.
He who knows others is wise.
He who knows himself is enlightened. -- Lao Tsu
I have just checked the road on a tile 21,63 - it should be completed at the end of next turn. So here comes the former resolution as I see it:
2125 - former on 19,61 (next to Kodycryptor) must move last, so if it checks for movement before the two near formers end roads it must wait. After the roads on 19,63 and 21,63 are done, it moves over there and starts (forest or farm?) I do not know what was finally decided. I opt for forest - and sensor - it can also grow to the east and north and there are flat tiles there - that would be good I think.
2126 - last former from 19,63 goes to 21,63 (now total 3 formers there) and at the end of this turn we have (forest farm???) - the tile as good or better than a monolith.
Ok, three (me included) in favor of a forest on 21.63 (with a sensor).
Actually, it wouldn't be a bad idea to put on near KP as well, being our only base bordered with so much fungus...
Mart: at the end of thisturn it still took 2 turns to complete the road on 19.63, so the KC former must or move to that tile, or start sth on it's present location which will keep it occupied for quite some time. IMHO it is better off staying were it is since 2 formers (the ones on 19.63 and 21.63 are more then sufficient to finish a forest in 2 turns, and are in a position to help the KC former finish it's terraforming later on.
He who knows others is wise.
He who knows himself is enlightened. -- Lao Tsu
Mart: at the end of thisturn it still took 2 turns to complete the road on 19.63,
Geo, yes, but notice that next turn it will be 1 turn, so at the end of next turn both 19,63 and 21,63 will have a road. If you hit "W" for near Kodycryptor former as long as these two roads are completed, it will be able to move on newly made road to nut bonus tile. Am I right?
Anyway, but 2 formers are enough - yes, do it that way a you say Geo,
Geo, as far as I know it is like that:
2124 - 2 turns
2125 - 1 turn (and at the end of the turn the road is completed)
Notice that on flat terrain you get road instantenously, when you issue a command "R" to a former. I think in the next 2125 the road on 19,63 should be completed. The only important thing is that near KodyCryptor former must wait till the end of turn. I think it is quite possible that it will activate for movement before others - so it is important to give him a command wait - "W" so 19,63 will be completed.
Wait "W" waits only in the same turn. It just allows other units to move in the same turn before it.
Yeah, I know that, and it will be done accordingly.
I'm not that green in SMAX, and had to press 'W' numerous times as CyCon turnplayer.
Sth more serious. I'm buying a new computer tomorrow, and have to work this weekend as well. So in case I don't appear on the net on saturday GMT you can assume I have a problem connecting to the net with my new computer.
Perhaps decide on a reserve turnplayer for the weekend just in case?
He who knows others is wise.
He who knows himself is enlightened. -- Lao Tsu
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