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
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
I guess it's been so long since we've had many votes that it's not hard for people to forget how this is set up, or for new people to come along who never knew. The official process, as described in the Apolyton University Mod C3C Version thread, is:
Method
Most modifications incorporated by the AU mod are a compromise between a) improving the AI, b) presenting the player with more options, and c) changing as little as possible. The level of this compromise is a delicate and subjective decision, so each proposed change is discussed by the Apolyton University community before it is implemented.
A new idea for the mod, or an area where the stock version needs improvement should first be posted in this thread [the Apolyton University Mod C3C Version thread] by any member of the community. A member of the AU mod panel (see next section) then starts a thread for discussion, where the community debates the merits of the new idea, the necessity for a change, its compliance with the philosophy of the mod, and its best final implementation. That thread is linked to this thread for easy future reference.
After listening to all sides of the debate, the AU mod panel then formulates a specific proposal, and the the issue is marked "under consideration" for a period of one week. During that period, the community is given the opportunity to present arguments for and against the proposed change.
After a week from the proposal being marked as "under consideration", the panel members get a time period (usually 24 hours) to cast their (Yes/No) votes. A minimum of 5 votes are needed within that time to make the decision official. If at the end of the time limit there is a tie, all remaining of the 7 panel members who did not vote, must then vote to resolve the tie.
The Panel
The AU mod is a community effort. However, a semi-official panel is set up to ensure this process runs smoothly.
The AU mod panel has these responsibilities:
Listen to input from the Apolyton University community in order to identify possible changes to the standard game that fit into the AU mod philosophy, or problems with modifications already present in the AU mod. This includes reading this thread, as well as AARs and DARs for AU courses, as many scenarios are used as tests for the AU mod.
Formulate official proposals for any change to the AU mod. In the case of new modifications, present a proposal to the community for discussion through a new thread, (which is to be linked from the mod’s description found in this thread). In the case of changes to the existing AU mod modifications, bump the relevant discussion thread by formulating the new proposal.
Vote on the resolution of each official proposal. Modifications may be incorporated on a trial basis, in case real-game testing is required to further evaluate the change. Panelists cannot abstain.
Implement any accepted proposal in the editor, create and upkeep the official documentation for the AU mod, and ensure that both the mod and the documentation are readily accessible the community.
I hate the idea of reducing Army transport capacity to 1 (Theseus, where are you?)
But I guess I have to give it begrudging support since stock armies are way too overpowered in human hands.
So if you meet me have some courtesy, have some sympathy and some taste
Use all your well-learned politesse, or I'll lay your soul to waste Re-Organisation of remaining C3C PBEMS
It's not only that they are overpowered. The current AI handling of armies is simply a bug that Firaxis needs to deal with - thank god there's a (temporal?) solution available with the editor.
"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
So if you meet me have some courtesy, have some sympathy and some taste
Use all your well-learned politesse, or I'll lay your soul to waste Re-Organisation of remaining C3C PBEMS
Originally posted by Aqualung71
I hate the idea of reducing Army transport capacity to 1 (Theseus, where are you?)
But I guess I have to give it begrudging support since stock armies are way too overpowered in human hands.
I know, I know...
Worth it, though, I think.
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.
they have lost a whole lot of their punch now, but on the other hand we can now build 1 army per city.
...but....
in the early industrial era the military academy city will probably produce approx. 40-60 shields., which currently means an army every 7-10 turns. in between things like factories, power plants, hospitals and stock exchanges will wanted to be built.
so at this price armies will probably only be built when there is no infrastructure left to be made.
so before incorporating the changes in the AUmod: could we consider lowering the costs of armies from currently 400 to something around 200?
- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
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