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
Unless the leaders I've gotten with Ancient Cavalry were just an illusion of some sort, I'm sure. (I think my first were under the 1.02 patch, and I've also gotten at least one with 1.12 installed after 1.02.)
Sorry, forgot... I somehow got distracted by your 100k gold, and misremembered the AC*!!
The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
Originally posted by Theseus
I also think that the SoZ is just not that almighty powerful. 3.2.2 units? Non-upgradeable? Can't generate MGLs?
Non upgradable, but will gen many MGL's. I have to go on the side of SoZ being quite strong.
322 at a time when ou are going aginst spears/swords and horses. I don't know why, but iswear they tear up all of those units. Well two of them they are stronger than and the other (swords) they have retreat on. You toss in the start with 5 HP (with barracks) and soon gets to 6 and they roll over all ancient units.
The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
Now I'm really curious about Nor Me's and ZargonX's votes ...
"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
But just weakening the unit will not change the fact the AI does not recognize the importance of Ivory, nor does it remove the pure luck of starting location in determining who is going to get this Wonder.
I still don't see the logic is fixing a wonder that you always build when you can by allowing you to always be able to build it.
This mod isn't designed to be used in MP and it is going to be used in AU games. In AU games, many of the players are going to use stock rules so the map designer is going to think about where the ivory is and about interesting human strategy and killer AIs. None of the changes under consideration for the AU mod are going to affect map design as muich as this does.
I don't see where the fairness that is appealed to here comes from the goals of the AU mod. Personally, I'd imagine that a wonder that may only make 1 of the AIs on another continent strong is a good idea.
The problem is that the human is almost always going to build it when they have ivory, not least because if they don't, an AI on the same continent will. That's why I'd like a cost increase. There are times when you can clear a continent of AI with the equivalent of 300 shields (and a barracks) in one city. This would be harder if you had to face ancient cavalry. That would make building the Statue a strategic decision.
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