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
Googlie, as you've updated the SMAX simulator some more to the latest situation, and even created a SMAC simulator (which I stopped updating loooong ago), I'll bump this thread again.
I have also kept my simulator updated. The latest version (MY 2152) can be downloaded in the Factional Datalinks. I consider it kinda silly we keep duplicating the immense effort of creating an accurate simulator. So I was wondering, could we not continue with one simulator, and leave the other as it is, saving us both lots of effort?
Morgan Industries is more up-to-date in your simulator than in mine, but for the rest the terrain (rockiness, explored area, terraforming...) seems more accurate in my simulator, so I'd suggest continuing with my latest version. Though of course my opinion may not be completely impartial.
For the record, I'm planning to update my simulator to MY 2154 tonight, so I could start testplaying when we could have an invasion force ready.
Here's the 2154 simulator, with Sparta and UoP updated. The other factions not though.
Oh yeah, all that mindcontrolling going on seems to have messed up the F7 Military Nexus in my simulator, and the numbers there are no longer reliable. (In the real game neither btw: there the Nexus says we supposedly only have one synthmetal garrison.)
Originally posted by Maniac
In the real game neither btw: there the Nexus says we supposedly only have one synthmetal garrison
Hmm - same here, in the official version (and we should have 2 - one in Tegea Harbour and one in Argos)
It's something to do wuith the gifted units (from ceding the base). It's showing 10 1-1-1 scouts and we only have 9 (7 in bases, 1 at the FL monolith and 1 in the Mercury)
The updated simulator can as usual be downloaded in the Factional Datalinks.
Here attached is a copy of that, but with commerce sanctions (by nerve stapling Messena) simulated, which I didn't do in the "official simulator". Perhaps if anyone is interested, you could use this simulator to test out how many units we could build in a certain time for a possible attack on Morgan or the Hive?
Here's the list of ongoing terraformations btw. I add those manually by temporarily activating the scenario editor in the year there's supposed to finish.
sorry for asking a newbish question. Are the simulators like the ACDG game converted to singleplayer files so we can plan ahead in SMAX singleplayer and predict some AI actions?
Maniac has used the scenario editor to replicate the map, bases, populations and technologies of the seven factions in the ACDG game.
It can then be opened as a single-player game (Sparta) to predict what the AI might do (less predictive ability with the other human factions, as they don't often react as the AI would)
We used this when planning the big raid on Morgan that saw us capture their HQ and destroy the Planetary Transit System SP there. Our simulation also saw us proceeding to capture their HGP base and destroy that too, but was flawed, in that we started the sim with our invasion force hiding in the fungus outside their port - and it should have been invisible - but they commissioned a foil that turn and in trying to sail it into the fungus we were in, spotted us, and ringed the coastline with defenders and formers, etc.
We again used the simulator to develop alternate tactics that still saw us successful, so still proceeded with the raid, losing the entire task force (self destructing rather than letting units be subverted) as we believed the objective was worth the loss of materiel
Originally posted by Maniac
A question: how can you place the Fossil Field Ridge on ocean shelfs? When I try to, it always turns to ocean below 1000m depth.
The ridge is meant to be on deep ocean tiles (that's why the +1 mineral is so good - it's as good as the shelf mineral in that regard)
Start any number of games then immediately hit the editor, and find the ridge - it's always the same configuration - between 1000 ands 1500 meters deep
So when you create a map and place it on shelf ocean, it immediately deepens - the same as placing Mt Planet on sea level land will immediately raise the peak to 3500 meters
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