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I looked at the foreign advisor screen and it looks like you can't fit more then six in there so no fiddling with text files ala CTP2
Destruction is a lot easier than construction. The guy who operates a wrecking ball has a easier time than the architect who has to rebuild the house from the pieces.--- Immortal Wombat.
Judging from this screen http://www.civ3.com/images/screenshots/foreign.jpg , I think the maximum number of civs you could have on it is 8, meaning 1 you + 7 other civs. I think this is what Firaxis told.
Would like to play with more, though
The problem with leadership is inevitably: Who will play God?
- Frank Herbert
Originally posted by Provost Harrison
I would have liked to deal with them all, so all screens should be adapted for 16 civs...damn
Yep, and now, the maps will be larger, having more civs should be compulsory. They can make the icons (dynamically) smaller or larger depending on the count on the diplo screen
oh what tangled webs that advisor screen shall weave.
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
Maybe one of our resident genius's could change it a bit. Or maybe a firaxian incognito could accidentally let slip a certain line in a certain .dll file like in other games
Destruction is a lot easier than construction. The guy who operates a wrecking ball has a easier time than the architect who has to rebuild the house from the pieces.--- Immortal Wombat.
Originally posted by Provost Harrison
I would have liked to deal with them all, so all screens should be adapted for 16 civs...damn
I agree with you, Provost. On a "not so conservative sequel" I would have liked to chose at least 12, max 16 from a list of 32 available.
I know some of the civ would have an early end, but that's part of the Civ game model. A large number of early Civ would be useful to better balance a earth map (better distributed civ on the map) and some of largest scenario. A largest number of Civ IMHO would bring up some problems (AI, performance, diplomacy intricacy), but we discussed already that some months ago.
Having developed only 16, Firaxis should let us use all of them, without forcing us with "limited to 8" screen. Definitelly a bad early design decision, IMHO
"We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing." - Admiral Naismith
I think there is more to the issue of 7+ plus civs than meets the eye.
For example -think how fast scientific development would progress with all civs trading techs like crazy. Or think how powerful the more successful civs will become after having reaped the benefits of the weaker civs they have vanquished. Especially since in Civ it's always the scientifically/culturally inclined civs that bites the dust, their cities will be a valuable resource for the barbaric invaders.
Also, I wonder how much fun it is to deal with a horde of whining diplomats from all those civs, each requesting a war here, a few coins there etc etc.
if firaxis gave me the source code to civ3 i could make the diplo advisor screen a table capable of holding thousands of civs.
and im sure i could make a kickass ai
but then again if firaxis game me the source code i would probably have sold my soul to the devil twice.
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
Originally posted by Scrooge
I think It's all a set-up.
Let's just wait and see what comes out of the "New Nations Xfire" patch/expansion for CivIII.
May be you are right, but do you think it's correct to introduce artificial limits only to have more opportunity to sell an expansion pack?
I can understand that developing detailed Civ cost time and money, so they put a cap for the initial release; but then the extension should sell for its merit, not because it removes bugs or artificial limits.
To be fair, I don't think that Firaxis decided for a 7+ limit for expansion selling opportunity. They simply condensed the game development and reduced risks by a "too much" (IMO) conservative approach.
"We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing." - Admiral Naismith
Originally posted by Grim Legacy
Also, I wonder how much fun it is to deal with a horde of whining diplomats from all those civs, each requesting a war here, a few coins there etc etc.
But I agree that 7+1 isn't the upper limit.
Not sure if you are kidding or not (I'm a bit tired and missing english subtle here and there ), but taking your post as an argument against too much Civ on the same game, given CivII rules and AI, I would note it's only a matter of game balancing and dinamic tuning.
Chess doesn't evolved during century of "development" into a great game just reducing pieces on the board from 32 to 8, does it?
"We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing." - Admiral Naismith
It will get annoying early on sure but it might provide a good challenge later on as well as not having civs destroyed several turns into a game. In my current civ2 game I'm left with me and 2 other superpowers and 3 1-2 city countries which is annoying you can only really have an alliance with one civ cause they're always at war with eachother.
Destruction is a lot easier than construction. The guy who operates a wrecking ball has a easier time than the architect who has to rebuild the house from the pieces.--- Immortal Wombat.
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