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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
Also the damaged worm....I think it is safe for it to pop a pod. Or that might be unconducive in case we hurt our chances of uncovering a materials pod...
Arise ye starvelings from your slumbers; arise ye prisoners of want
The reason for revolt now thunders; and at last ends the age of "can't"
Away with all your superstitions -servile masses, arise, arise!
We'll change forthwith the old conditions And spurn the dust to win the prize
Sounds good - I prefer rover moving NE after forest in future. Isn't poping pods with probe too risky? How many turns until we discover IA? Two? We must arrange the trade with Angels as soon as possible. Perhaps we should make it clear that we are going to get it soon? Oh, and I do not think that pod is visible to Angels.
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
Popping a pod with a damaged unit shouldn't influence the outcome.
I strongly suspect that the undiscovered terrain immediately to the north of the unity foil is land, given the shading of the sea tiles that we can see. It looks like the sea fungus goes right up to the land there, hence we either take the long way or go through sea fungus.
Popping a pod with the probe is somewhat risky if no other units are around. Besides, we have more than enough mind worms to take care of the pods, should we put them to that use.
Perhaps we can disembark rover early? It does eems as 'bottom' of the Hive midlands.
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
So where should that pod-not-popping probe go? The pod is in the path to the pier. If it takes the long way around it gets into fungus and will need an escort/protection.
I'm sure our hurt worm can pop safely, but it can't really attack worms that it produces, or at least it shouldn't.
I think we plan to disembark the mindworm one tile straight north. Then the foil turns SE and heads to the loading pier.
Also, are we agreed to pop the fungal tower? It will piss off the Angels apparently, which could hamper our deal-making.
Popping the fungal tower will annoy them? They've had plenty of time to do it themselves, or they haven't found it yet. Have they actually complained to us about the tower?
They have noticed that some of 'their' pods are 'already' missing... Maybe they wouldn't mind us popping the tower, but they will notice the missing pod underneath. I think we should still do it though.
Originally posted by smacksim
They have noticed that some of 'their' pods are 'already' missing... Maybe they wouldn't mind us popping the tower, but they will notice the missing pod underneath. I think we should still do it though.
Later we can say we automaticaly popped but we did not know that and apologize for our actions. On the plus side, we cant ell we were ridding them of dangerous lifeform (they even mentioned that they feel in danger from lifeforms).
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
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