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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
Okay, I see what you mean now...Hmmm never thought of it that way. Gee, that posses many a question. For instance fighters...since they have to land after attacking, how would one tell it to attack X city and then go back to carrier or other city after the attack. Hmmmmm indeed.
Or what about 2-step moves (like moving a diplomat into a city)? You get a choice of options of establing an embassy or stealing tech, etc.
Even if the software allowed you to make that choice in advance, what if the other player disbanded that city on the same move, leaving no city to dip-attack?
Hmmm, how would you even have a chance to negotiate with other players via embassies? That's interactive, yet outside of turn-play.
Heck, what about 2 civs moving units in opposite directions on a railway? The movement is zero, but would the computer make them stop mid-way and fight? And what if it was a strategic ally whom you cannot fight?
Civ2 Demo Game #1 City-Planner, President, Historian Civ2 Demo Game #2 Minister of War,President, Minister of Trade, Vice President, City-Planner Civ2 Demo Game #3 President, Minister of War, President Civ2 Demo Game #4 Despot, City-Planner, Consul
yes, lots of large game mp stuff to work out, well atleast it will give us something to do for awhile :-)
To bad I have a christmas party tonight, or I'd join Franks game. Me and markus did do some prelimenary testing last night, but just to make sure that it does work as advertised....and it does in MGE.
I haven't tested it in MP but my guess is that the simultaneous movement settings is based on the one in civnet. That game was the original MP version of civ1 and there all players could move during the same turn. It did give some interesting possibilities, you could have 'dogfights' between enemy bombers and fighters for example. My guess is that this setting is best played over a LAN. Because lag could be a (major)problem if your playing with a slow connection over the internet.
For the meantime, just report anything you might find. Weird bugs,lag problems...keep it coming!
Skeptics should forego any thought of convincing the unconvinced that we hold the torch of truth illuminating the darkness. A more modest, realistic, and achievable goal is to encourage the idea that one may be mistaken. Doubt is humbling and constructive; it leads to rational thought in weighing alternatives and fully reexamining options, and it opens unlimited vistas.
It's NOT Real Time!!!! It's Simultanious Turns!!!!!
And I'm writing a program that will set that option for you. As well as 3!!! different ways to deploy this option, and 1 to keep it there ALL the time!!!
Check out the civfanatics link above. That's where I posted the description. I'll have it finished up tonight.
Get this working right, and this evening(7pm CST) I'll come home and test it with some people, then I'll shout it from every rooftop in the Civ world...I'll hold a tournament Sunday in honor of it if it works.
Okay call it "simultaneous" instead of "real time". I agree that it is still turned based, because eventually you run out of units to move.
However, I think that the same lag bugs will still apply. If 2 players move units within a second or two of each other, then it is possible for those units to occupy the same square before the data has transfered to the host and back out to the other player's machines. The question becomes how does the game react to that situation.
Try to test this by starting a game with 2 or more players (it would be good to have one player with a slower connection, say 28kb modem). Set the game at 2 x movement (to speed up the test). March your units to each others borders. Then test the ZOC by trying to move thru or past each other at roughly the same moment.
Another test would be to build the same wonder (2x production would speed this test) and arrange to complete it on the same turn. Who gets the wonder benefits?
I am very curious to know how the game reacts.
<font size=1 face=Arial color=444444>[This message has been edited by Epik (edited December 16, 2000).]</font>
<font size=1 face=Arial color=444444>[This message has been edited by Epik (edited December 16, 2000).]</font>
I think I understand. The order of play is still as usual, but all players use the same turn-length to do their moves at the same time.
If so, then there *are* so problems. Civs later in play order would be making moves blindly not knowing the situation where their units stop. So there would be a horrible disadvantage in having the last Civ to move.
It is an interesting idea. I don't plan to use it, though.
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Civ2 Demo Game #1 City-Planner, President, Historian Civ2 Demo Game #2 Minister of War,President, Minister of Trade, Vice President, City-Planner Civ2 Demo Game #3 President, Minister of War, President Civ2 Demo Game #4 Despot, City-Planner, Consul
<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by cavebear on 12-16-2000 12:33 PM</font>
Civs later in play order would be making moves blindly not knowing the situation where their units stop. So there would be a horrible disadvantage in having the last Civ to move.
Really? I take this as thew production half of the turn goes by, each Civ gets their respective production by standard order. Then, instead of letting the white Civ go first in the move pieces half of the turn, all hell breaks lose with every Civ moving at once? How would this give those in the purple Civ a disadvantage? They could start to move at exactly the same time as the white Civ.
this brings up a whole possiblity of tactics that arnt in the game right now. players wont be able to do things like they used to,such as make a horse, move a horse, fortify, and watch it to see if another unit moves by. with all units moving anytime you will be preoccupied with other units and not even get a chance to pay attention like you do in the off turn now. it sure is a big twist on the game. this make defense more important in the view that if you have a good defense then the other players wont even be able to get to your cities, kinda like now but a little differnt. i would like to try out some games like this.
one question though, what happens if you have 100 units to move and someone hits enter on the last move ending the turn?
if this doesnt make much sense ive got a very bad pounding headache and i cant think to clearly
Im here to play civ. Screw all of this political BS. Give me a game of civ with good players, that are more than just robots, and im having fun. I bet everyone else is too. Who cares who wins or loses? Its better to make friends than make enemies. Who knows you might run into a very important person on here.
Oh yeah EyesOfNight is the most pathetic person i have ever ment in my life.
If any player has lag, then an advantage would go to the host or whoever has less lag. Just like slow trigger finger vs fast... :two horsemen units make contact at same instant with only half their movement used...first to attack wins.
wouldn't you almost be at an advantage to WAIT? Then, you can see where everyone moves and you cna plan from there.
Of course, you could always do it where you would attack someone at the VERY end of a turn, and maybe empty out their city... and then at the beginning of the next turn, before they can get any units into that city, you would take it right away.
OK, I been testing on my LAN... but too crook to make a lengthy post - later on maybe...
But quickly:
It is simultaneous as per RTS within the context of one turn at a time.. hmmmmm
IE I played Zulus and Aztecs against each other.
Zulus should move first but If Aztecs get there quick enough they can fire the shot ahead of their turn - it sucks, IMHO
There would be total chaos in a huge war!
Therefore host has huge advantage....
I also fired two Horses at each other at the same time - Aztec host seemed to have advbantage even on a LAN, but further testing needed.... then there are the nanoseconds between keyboards!
I'm still in a mood and crook
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<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by Moker Guy on 12-17-2000 11:40 AM</font>
what happens if you have 100 units to move and someone hits enter on the last move ending the turn?
I think that all players will have to end their turn before you can move to the next round. So even if you finish all your unit moves quickly you still have to wait for the rest. Unless you play with a timer of course.
Skeptics should forego any thought of convincing the unconvinced that we hold the torch of truth illuminating the darkness. A more modest, realistic, and achievable goal is to encourage the idea that one may be mistaken. Doubt is humbling and constructive; it leads to rational thought in weighing alternatives and fully reexamining options, and it opens unlimited vistas.
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