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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
This discussion just gave me another idea: why wouldn't we deliberately rename troops to mislead our opponents? At certain times, we could cycle the names of troops a bit, so to make them look like a bigger force. E.g. Get Archer7 out of city and let him stay in sight for one turn. Next turn, move him a little (also into sight, heading for another city e.g.), and rename him in Archer5. Result? Some teams might be fooled in believing we have 2 archers there.
You really need to change your nick to DEVIOUS or something like that
btw: it works the other way around too(pretending we are less strong then we in fact are )
Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
Then why call him God? - Epicurus
Yup, it works both ways. But one thing, we have to be careful when moving units, so they are positioned in the right direction. If you move out of a city, and just hit space, it will look like you are leaving, instead of entering the city. So the trick is going to be to move one tile too far, and move one tile back.
I'm starting to love this naming business a lot more... however I'm curious how other teams will use it.
Oh, BTW, if we want to have the biggest effect of our numbering system, we should at first use a logical order, e.g. # 1, #2, #4, #5, #6, #8, #10, etc. Otherwise the other teams will see through our deceipt too easily. And, after espionage, things will change, of course. But that will not happy before 2005
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