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.
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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
I am very happy with all of the changes/additions made in the new patch.
Having said that I find it ridiculous that Civ-starting locations cannot be set.
I believe this is a necessity to the Civilization series and not having it at all is more than a step-backwards. Civ 3 will always be incomplete to me if this is never included. I don't mind that it was not in this patch, but it MUST be included eventually, ESPECIALLY since they are airing TV commercials advertising Civ3 as a way to recreate history.
:Recreate history, but since there is no way to make the americans actually be in north america- lets have them in Russia for example with New York where Moscow was. (George Washington would turn in his grave... )
sure this is a bit melodramatic but as it is now there is no way to create and play a DECENT SCENARIO. This was for me what made Civ 2 my favorite game not for a couple of months but for years.
I know that this has already been stated and I know I sound redundant but this must be addressed.
All I am really looking for is some sort of an acknowledgment (yes I know Firaxis is aware of it) but for them to say that it will be included eventually and not next June!
(I guess I feel so strongly about it because to me it doesn't seem like a difficult thing to implement (correct me if I am wrong).
other probs : maps cannot be loaded to scenarios, flat maps are not possible
The lack of accurate starting locations and historical scripting is the reason why I've only played CIV 3 a half dozen times since I purchased it. Ugh.
But I did see this on CivFanatics from on of the Firaxis guys responding to this issue:
The starting locations issue isn't really one with the game as much as it is one with the editor, just FYI. Not that that changes anything, but it's an important distinction. It really covers the same ground as the need to place cities and units for scenarios.
They really need to come out with an expansion pack ASAP to allow for historical scenarios and starting locations or Im going back to playing CIV 2. I love CIV 3, but without true scenarios, it falls short of its promise.
Originally posted by Soren Johnson Firaxis
I am pretty sure that you can get the functionality you want out of your worker (re: pollution) once the patch comes out using shift+A. Using that command, the worker will auto-improve land, but they won't switch mines/irrigation or chop down forests. They will, however, clean-up pollution, then go back to cities and just wait for more pollution to appear. In this patch, automated units ('A' or shift+'A') will now skip their moves instead of waking up. Workers with "orders" (road-to, clean up pollution, build road network) will still wake up when done.
This is exactly what i wanted to hear
With end-game micromanagement, i am always fortifying/waking workers when pollution appears, now (well, soon ) no longer
The only other thing missing now to combat end-game overmicro-management is a stack command, for moving say 50 tanks up to the Aztec border before declaring war
But that can wait till patch 2
Id just like to congratulate you on completing the patch, and thank you for it (and putting up with that loud, idiotic minority)
I'm building a wagon! On some other part of the internets, obviously (but not that other site).
Why did they include the ability to replant forests if you can only benefit once per game?
Why did they further cripple Great Lighthouse? In CivII, only the human player seemed to need this anyway since AI ships were able - by some magical means - to sail the ocean blue even in Long Ships. This seems to have carried over into CivIII and now the patch will make that situation worse.
Why didn't they fix resource depletion? Let me elaborate: say you research Iron Working. Naturally, you build a road to the source even though you cannot yet build Swordsman. The iron will deplete before you can use it! Iron can't evaporate! Where'd it go and why?
Even if you don't trade maps with the AI - it seems to know where vacant territory within your realm lies.
If I can't plant a city within the cultural border of a rival Civ - how come the AI can?
'Meddle not in the affairs of dragons
For thou art crunchy
And go well with ketchup.'
I was figuring the game should be released in April. Looks like the game will be polished beta quality at about that time. However, there will still be no MP, so I guess the XP will come out mid to late 2002, and that will take another patch or two before the Gold Edition comes out...hmmm.
So am I guessing I can buy the game you promised sometime in 2003? Just trying to plan my schedule. Thanks.
I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001
"Yin": Your friendly, neighborhood negative cosmic force.
Re: Re: Civilization III v1.16f Additions/Changes/Fixes
Originally posted by Ray K
Good to see all of the fixes --- I can finally fix Herioc Epic!
However, the two biggies remain unfixed:
1) stack movement
2) starting locations for civs
Also, civ-specific improvements would be very nice to allow (just like unique units work)
Once I figured out what the AI was doing I just started mimic-ing it and found I could pound the AI just as well as it could pound me. As far as the starting locations, that was mentioned in the list, so I'm not quite sure what you mean.
My question however, has to do with the renewable forest. Apparently they're gonna "fix" that by making it so you can only cut forest once? Um? What's the point of planting then? Is it to make the map pretty?
Originally posted by bearblue
My question however, has to do with the renewable forest. Apparently they're gonna "fix" that by making it so you can only cut forest once? Um? What's the point of planting then? Is it to make the map pretty?
Tundra has a very low production of both shields, commerce and food and it helps to plant forest on them... I think this could be a reason.
Thanks for working so hard on this patch. I hope that the Civ3 team will be allowed to continue addressing issues in the product, as well as make improvements, until it is 99% of the game that the team hoped to make. (Seeing as that developers really want to make the greatest product they can, that would be a wonderful thing for the team, and more importantly, us the customers!)
Thanks and keep up the work as long as you can! Despite the impressions of the general mass of posters here, most really do appreciate getting an improved game.
Originally posted by Ozymandous
Well if you don't like it then don't play it or edit it. If someone were hitting you in the head with a bat and you didn't like it would you stand still and let them continue and simply complain about it, or would you move (i.e. don't play) or try to take the bat away and hit them with it (edit it)?
I paid Firaxis $60 bucks to hit me with a bat and then give me "A Designer Note" instead of "Designer's Notes" Man do i feel like an idiot.
Did Civ2 need to be edited and modeled?
Yes. Civ2 also came with a functioning senario editor. Did it need to be modded in order to be interesting/playble? No. You must be thinking of CTP2.
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