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.
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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
Originally posted by Rubin
Alright, no colony pod limit bypass. But I think we should keep the reverse engineering on - except for the Probe Team to Speeder one. Ok, HongHu?
Standard order is the way a normal single player game runs. Gaians first, then Hive, Uni, Morgan, Spartan, Believers and Peacekeepers last.
In this 4-some it'll be: Chip_Buckner, HongHu, Gufnork and Rubin.
Should I ask Darsnan to set up the game even though I've heard nothing from Chip? Darsnan could provide us with passwords, and I know a way to get a password for Chip so that it remains a secret. We can then send it to him even though Darsnan is offline.
If all of this is ok, I send the stuff to Darsnan and the game can hopefully commence soon. HongHu?
I'm ok with reverse engineering except for Probe Team to speeder I guess. Not that that means anything to me. (I have never used that strategy, so) Looks to me the play order is also good. I'll try to contact Chip. I found that he has a webpage listed so maybe I can find his email there. I think you could go ahead and get Darsnan to set up the game and I hope Chip will appear with his email address before Thursday. If Chip is not here to be found, then maybe we could take Zalek.
Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Is there a time to join this game?
I'm from GMT +1 zone time
Zalek
Hi, Zalek, thanks for your interest. As the game stands for now we already have four people. But if Chip doesn't show up with his email address maybe you can take his place. The game has not started yet. So please check back before Thursday if you would like.
Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Oh I was re-reading my previouse post and realized that I was unclear about the stock pile energy bug. I think since it can not be monitored, we might just as well allow it.
I have tried email Chip and hopefully we'll hear from him soon.
Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Sorry to be difficult to reach. I'm in the last week of rehearsals for a community theater production which has me out pretty late. I thought I had sent a private message with my email address to Gnufork, but apparently not. Anyway, I presume you can translate "chipATthebucknerhomeDOTcom" into an email address.
Ready when you are.
CHIP
Settings:
- SMAC version 5.0
- Transcend difficulty
- Standard map size; average everything
- All victory conditions enabled, including co-operative. (No more than two players may participate in a co-operative victory)
- Do or Die
- No random events
- Directed Research
- Look first
- No Unity Survey
- No AI boost (normal AI)
- Probe Cruiser availabe for the AI upon Doctrine: Initiative
House Rules:
- You may not restart a turn without good reason. Specify the reason if you are not able to avoid reloading the turn.
- You are not permitted to establish contact with another faction prior to having met them in-game (or you have the Empath Guild).
- If you perform a probe team action other than to infiltrate against another player with whom you are in a truce, treaty or pact, you must inform the probed player what it was you did and what you stole/sabotaged. You must also choose the 'declare vendetta/cancel pact' option when you perform the action.
- You are not permitted to make more than one social engineering change per line, per turn.
- You are not permitted to use the demand withdrawal feature against another player.
- You may not accept a bribe from another player's AI during council sessions.
- You may not perform multiple airdrops in a single turn with the same unit using the right-click menu. Use the 'I' shortcut key instead.
- You may not use the F4 screen when infiltrated to change an opponent's workers to specialists.
- You may not insert stockpile energy into the build queue after the production of a military unit.
- If a player declares vendetta upon another player, either directly or indirectly, you must not accept a pending diplomatic agreement between the two factions in the same turn.
- You may not upgrade a particular type of unit using the design workshop, and then attack with that unit in the same turn.
- You may nod use colony pods to exceed the hab limits of a base.
- You may not upgrade crawlers intentionally/directly for Secret Projects rushing.
- You may use reverse engineering except with the rover chassis from Planetary Networks.
One question, why the stockpile bug only not allowed for military units? Just curious.
Oh and one clearification for the probe rule. We should add "unless agreed upon by the target faction" or someting like that. I vaguely remember that sometimes if you pact with somebody probing can be used to get tech sharing or something, I don't really know what that means though.
Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Is there a time to join this game?
I'm from GMT +1 zone time
Zalek
Zalek, Unfortunetaly we will not be able to take you. You may want to take a look at this thread. Or you could start a new PBEM yourself. It seems to me that there are always someone who's looking for a game.
Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
The probe rule: As I see it, you would only really need to probe for techs. And since you can share techs via commlink, only a few rare situations are relevant. 1) Probe team needs morale upgrade; 2) Sunspot activity prevent commlink operations; 3) Player needs tech badly and cannot wait until the year has passed and diplomatic actions are completed.
I suggest the following: We enable probe agreements, but any probe activity agreement must take place before sunspot activity. Also in general: No diplomacy e-mail contact during sunspots.
Stockpile bug: I think dealing with facilities become very cumbersome if you have to avoid the bug completely, since built facilities always put stockpile energy next. Units just keep being built. But honestly, I'm not sure.
If anyone has ICQ I'd love to have them to discuss things when we meet in game. It's allowed to use that once we've met, right (except during sunspots)?
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