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
You can pull up the other human-controlled factions on the commlink menu before meeting them. You can contact them, too, but that's forbidden. However, you can right-click on their names and pull up the datalinks. You get their HQ and SE settings, but not much else without infilitration. Also, they're leading in tech, which very likely means they have at least 3 techs. For Morgan to do that this early probably means Free Market.
BTW, this is why it's a bad idea to name your HQ after its coordinates, just to avoid the clicking-in-the-dark exploit/cheat.
I think we have a base site at the NW greem dot. Looks perfect to me. Also I want plan for moving scout SW in future. I will make a detailed plan soon.
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
Comment on pod popping: I almost always leave popping a pod until I can queue up a facility, so it can be completed for free if we are so lucky. I also will build bases adjacent to pods so that the result will almost always be ‘good’ (the only bad result I’ve had with this strategy is an earthquake or transportation of the unit opening the pod). I dislike popping pods with formers and scouts since they will almost always die if the pod has mindworms, and early on a few mindworms can be a very bad thing. This is particularly true if a nearby base doesn’t have a defender yet.
Move northern scout back to base #2 to defend and heal
Check
Move southern scout to Gaia's Landing to prevent drone riots
Check
Move spore launcher further along river, jumping to fungus if it seems opportune, to map the Uranium Flats.
Check
Decisions:
When to pop pods and with what to pop them?
Popping with sporelauncher and having scout nearby would be ideal. Using more turns to build a scout is not ideal. I say we pop and hope with the spore launcher. There's a very good chance it'll capture a MW if one is released.
Edit: I reread 2110 and do agree with Hydro that it'd be best to wait a little to get facilities in the queues. A net node at GL would improve our research by 50%.
Exactly where do bases #3 and #4 go?
3: NE to the somewhat dry spot overlooking the flats. This allows it to build a former and start cleaning up the flats for good energy production and preps for base 6.
What next for our former, when it finishes?
Road. Then, it's up in the air.
CP at GL finished in 2 with a rush. This is debatable with the upcoming switch to Planned. I say eat our cake now and rush.
CP at FT finished in ~6 with rush?
GL: Another CP is next up. Perhaps an intermediary scout?
Originally posted by Illuminatus
I think we have a base site at the NW greem dot. Looks perfect to me. Also I want plan for moving scout SW in future. I will make a detailed plan soon.
Did you mean NE green dot? I didn't put any potential base sites in the NW on that map in 2110 (I see why one thread would be easier now )
Regarding unity pods, two of them in the east are on rocky tiles. We'd need at least two units around to safely pop them (or an adjacent base). If I find pods when trawling the fungus, should I pop them? I'd be inclined to, given the number of unused pods still sitting around.
If the CP gets rushed by a pod-popping, so much the better. It'll save debate over EC expenditure and put us that much ahead in turn advantage. Since the possible pods are closer to GL than FT, I say go for it, once GL is size 2.
All three non-morgan turnplayers are online. Where's Chaunk or Jtsisyoda when you need them
I've had it happen twice in the last 2 days of playtesting. It's just a matter of having the nearest base have 2+ population and be working on a CP. Something a veteran player doesn't let happen for more than a turn or two, so it's no wonder you don't see it happen
Back now, will play the turn if it hasn't been played already.
I noticed only the two of us posted in this thread. That means each other Gaian
1) Agrees
2) Doesn't care
3) Hasn't come by the thread yet/was too busy since the thread started
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