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
I've discovered, through Impaler's mod, that econ below -3 does have further negative effects. I haven't worked out exactly what they are, but in going from -4 econ to -5 econ, I lost a unit of raw energy at each of my base tiles. Many base tiles produced no energy at this point. More interestingly, most of those bases had recycling tanks.
According to the game, the highest you can go with Research would be +5 in which labs research is increased by 50%. I don't know if +6 would benefit the player at all although.
At high difficulty levels, the AI gets bonuses directly to mineral and nutrient row length (and probably tech cost). These can stack with high industry or growth to produce, for example, 3 nutrient wide growth boxes, or other otherwise unattainable circumstances, in some sense bypassing the SE limits.
For efficiency, a rating of below 0 is treated as 0 for purposes of B-drones, and a rating of -4 is as bad as anything worse for energy lost in each base - everything will be lost except at the HQ.
The efficiency explanation has been nicely covered.
A brief recount:
Efficiency
Capped
SE setting slider bar value are capped within -4 to 4
Uncapped
B-drones - how many bases before B-drones appears. There is a formula for determining where b-drones appears, it requires the knowledge of the order of every currently existing base established. If your b-drones is every seventh bases, you go through the whole list of bases and all bases that are numbered as multiple of seven and also belongs to you suffers b-drones. (Credits to Kody for this knowledge)
Efficiency used to determine energy wastage inside the base is uncapped too.
Planet
Capped
Ecological rating for determining ecodamage is capped within -3 to 3
This also applies to mindworm capture too
Uncapped
The only function that is uncapped is the +10%/planet psy combat bonus
Hence with bad planet such as -5, you get -50% penalty
With good planet like +8 you get +80% bonues
Originally posted by Frankychan
I thought there was a "rollover" bug somewhere. Meaning that if you go too high, you will crash and end up with the max. negative.
I'm not too sure if there is a cap either.
I don't know about a max negative rollover but with the probe bug apparently getting to a +4 probe rating will reset your probe rating to zero.
If playing the angels, I would likely go knowledge just to avoid the whole problem
-3 Wanton ecological disruption; -3 fungus production
to
3 ecological wisdom; maximun chance of native life form capture
and
Efficiency
-4 economic paralysis
to
4 paradigm economy
are uncapped as in there are benefits in having rating higher than '4' and disadvantages in having rating lower than -4 for Efficiency and -3/3 for Planet?
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