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We start as soon as Dom finishes the map et al... The first turn or so we won't be as anal about time, as people figure out how they operate and how the team works etc. etc. I say 3900bc is the first turn we start skipping turns.
Godking, 1889 can now directly sign you up - I don't need to make a list anymore, just apply for the civgroup, as I see you have already. This goes for everyone else as well - the civgroups tell you who's in what team now.
AP is definitely off. As much as I and Paddy would like it on.
<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
Originally posted by snoopy369
We start as soon as Dom finishes the map et al... The first turn or so we won't be as anal about time, as people figure out how they operate and how the team works etc. etc. I say 3900bc is the first turn we start skipping turns.
Godking, 1889 can now directly sign you up - I don't need to make a list anymore, just apply for the civgroup, as I see you have already. This goes for everyone else as well - the civgroups tell you who's in what team now.
AP is definitely off. As much as I and Paddy would like it on.
ahh I "leaked" a statement and then the "Official Press release cometh forth"..like clockwork
Originally posted by snoopy369
We start as soon as Dom finishes the map et al... The first turn or so we won't be as anal about time, as people figure out how they operate and how the team works etc. etc. I say 3900bc is the first turn we start skipping turns.
I've been thinking about this, I think there needs to be a bit of slack for the first 5-10 turns so that teams can get into a rhythm and sort out who's playing the saves etc. Also I'd be concerned about being too draconian in turn skipping as it could upset people or make the game less fun or even burdensome. Although realistically there is a balance to be found in terms of moving the game along.
If a team sends an email or other message within the 12 hours saying they can't play the turn in time then they should be ok for an extension up to 24hrs IMO.
Also it might be better to just give a team a warning in a first instance of not playing within the 12 hours then skip if subsequent turns aren't played in time.
Overall speed of play and timezones will also have to be considered, I suppose we'll see how things develop...
It is the responsability of team captains to get a the turn sent on within the 12 hours or to delegate that responsability. I am willing to endure a few odd hours to give my team time to post their opinions. (I will need the input )
Going easy on the time limit now will only make it harder to enforce later on.
Originally posted by 1889
It is the responsability of team captains to get a the turn sent on within the 12 hours or to delegate that responsability. I am willing to endure a few odd hours to give my team time to post their opinions. (I will need the input )
Going easy on the time limit now will only make it harder to enforce later on.
I think the first few turns will get confusing if there's not a bit of slack; not every one of us has done this before, and not every one of us is perfectly organized.
That said, I think after the first few turns we should get our acts together. And after all how many people have something to do on year 3900?
Last edited by snoopy369; February 6, 2005, 15:52.
<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
Originally posted by snoopy369
I think the first few turns will get confusing if there's not a bit of slack; not every one of us has done this before, and not every one of us is perfectly organized.
That said, I think after the first few turns we should get our acts together. And after all how many people have something to do on turn 3900?
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