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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
We're still waiting for Rubin's comment on the map, and we need to find a CMN of course. Anyway, would this be a good turn order concerning everyone's time zones and playing times?
Minute Mirage
Rubin
jtsisyoda
Archaic
The CMN should determine the starting player randomly.
I vote for an unknown map. Ideally, I'd also prefer 7 different factions (i.e. no duplicates). Mostly because this adds more diverse options to the game.
I've been thinking of the AI opponents. One choice is to have the aliens along with a green faction (Gaians or Cult) or maybe the Pirates. How about this?
The turn order looks fine and I think it'll be good if Minute Mirage gets to be the starting player (no need to determine this randomly).
I clearly see the point in reducing the randomness for a more fair (competive challenge) planning/micromanaging game. However, I do not intend to commence such a campaign yet -- and definitely not with Domai's Drones, as I have very, VERY little experience with that faction. Again, I'm willing to trade my place in the game should you wish to proceed with this interesting 'planning campaign'.
I'm personally interested in playing both with an unknown map and with the 'Veterans' map. I'd say we should start this game with an unknown, CMN created map, like I specified in my opening post. However, I would also like to start another game with the Veterans map with no pods. I'll create a new thread for the game and try get four players for that one. Archaic can decide whether he would rather like to play in that game, though he is welcome to stay in this one too. If Archaic decides to choose the other game, Hercules is welcome to take his place. However, everyone is free to join the other game too.
I'll stay in this one, as well as going in that other one. With my semester coming to an end, and no more Uni until April next year (Though I'll be in Japan starting from February 2004 'till February 2005), I've got more time than I know what to do with.
Hercules, this game is currently full, but perhaps you would be willing to join the other game I'm trying to get started? That one's going to be played on the CGN "Veterans" map, and the only players currently are myself and Archaic so there are two spots free.
Concerning the AIs in this game, Rubin's suggestion is fine by me, though I personally wouldn't mind if the CMN made the decision.
I've asked johndmuller to CMN the game and he has kindly agreed. There are only a few things we need to sort out:
Firstly the AI factions. Should we follow Rubin's suggestion, leave it to johndmuller to decide or do you have other ideas? I'll vote for a free decision by johndmuller.
Secondly, how much do we want the AIs to be beefed up? This is not something I'm very experienced with and I don't know what is usual in PBEMs, so I'm willing to go with whatever you decide.
I'm ok with johndmuller choosing the AI factions, though I hope this is not going to be completely random -- especially if the AI gets beefed up. A stronger AI is fine but I have no idea how this affects PBEM gameplay. Also, normal AI's are fine with me too.
My vote goes for beefed up random AI's, preferably setup so that their advantage doesn't just come from a tech lead we're going to probe or diplo away from them. Unless we're going to use a custom Alphax.txt, then it's probably best if there's no Aliens too.
Originally posted by Archaic
Unless we're going to use a custom Alphax.txt, then it's probably best if there's no Aliens too.
Could you elaborate on this a bit? What would the modifications to the alphax.txt be? Moving nerve gas further in the tech tree?
On an unrelated note, I was thinking about the rules a bit, more precicely this part:
§ 9. Stockpile Energy
You may not insert stockpile energy into the build queue after the production of a military unit.
First off, the wording is a bit unclear. Does this mean only military (attack-capable) units or all units? Secondly, doesn't this favour the builder factions who are likely to build more facilities? I was thinking it would be better if we always allowed the use of stockpile energy in the build queues, like in the team democracy game. This would make things equal for all players in this regard.
The 'stockpile energy' bug is very annoying, IMHO. By exploiting this bug economically challenged factions (e.g. the Hive) have a considerable advantage and economically strong factions (e.g. Morgan) are less able to take full advantage of a superior economy.
The 'stockpile energy' bug is very annoying, IMHO. By exploiting this bug economically challenged factions (e.g. the Hive) have a considerable advantage and economically strong factions (e.g. Morgan) are less able to take full advantage of a superior economy.
That's true, I hadn't thought of that. It certainly gives an advantage to factions with a lot of production. I'm willing to leave the rule as it is, with the wording "all units". At least that would reduce micromanagement.
OK, we seem to have everything figured out now and our CMN can get started on the map. I gave johndmuller free hands as far as picking the other factions is concerned. I asked for the AI to be beefed up somewhat, though hopefully not just with extra techs.
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