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
I know. Espionage is so useless most of the time they didn't even bother debugging it.
"I'm a little confused. Are U.S. citizens allowed to kill suspected terrorists now?"
"I think so. But you have to be really, really sure that the person is a suspected terrorist! So be super-double sure that they make you feel nervous!"
"Well, this dude standing by my desk is wearing a really f***ed-up jacket - can I cap him?"
Automated workers build railroads in forests---why exactly? Railroads don't add any commerce/food/proudction bonues to forests, only enhancing the movement value of the terrain. I know some people like to plaster their empires wall-to-wall with railroads, but it seems more logical (to me at least) to let the player railroad-in forests if they merit the movement increase.
Originally posted by Spock
Disappearing act... I was playing as Persia(of course) on a standard map(islands...of course), Germany had declared war on me because I wouldn't give in to their "give us contact with the Americans" demand(by the by...America demanded the same thing on that SAME turn and also declared war on me....but thats a whole thread unto itself). Anywho...late in my tussle with Germany he manages to land two archers onto my island(I had been picking off his galleys with my frigate fleet). These afore mentioned archers land in a place where my immortals are a couple turns from them...so they proceed to destroy some of my roads, as soon as they do...they "blink" out into nothingness.
At first I wasn't sure what I had seen....so I let them make for my shores again....same thing...destroyed a road, then poof...gone.
Anyone else have this happen???
Anyone??? or just me???
"And that, my friends, sucks goat ass." ---Venger---
Originally posted by foo12
Automated workers build railroads in forests---why exactly?
When automated workers are out of things to do, they will start building railroads over all your territory. More annoying, they will cross over enemy territory to get to an unimproved area.
"I'm a little confused. Are U.S. citizens allowed to kill suspected terrorists now?"
"I think so. But you have to be really, really sure that the person is a suspected terrorist! So be super-double sure that they make you feel nervous!"
"Well, this dude standing by my desk is wearing a really f***ed-up jacket - can I cap him?"
(36) When, during the reports phase, the news of discovering a new advance comes in, cities that finish a job (and you have the go-to-city-screen option set) can't start on the new units / improvements / wonders that come with the new advance but have to wait until the new movement phase.
(37) All the city-lists need a complete work-over. Some are much too short (India for example!! - and where is Agra ).
The Iroquois city list is a shameful mess.
Basically, it's a summation of a bunch of Seneca reservations, followed by Mohawk reservations, and then Firaxis thought they had made the effort and finished with a list of 15 Cayuga villages in about alphabetical order (even that appeared to be difficult!) which they took from this site, apparently Firaxis' only source of information on the Iroquois:
with no attention for (historical) significance whatsoever.
As a result, many historically important ones are missing, eg Ogdensburgh (Oswegatchie), Teyagon (Toronto), Ganaraske (Port Hope), and even Onondaga, the location of the original capital of the League (burnt down by the French in 1696; in 1798 the present American town was founded at the same site).
Then there are the more specific blunders.
Some cities appear twice: Akwesasne, the Mohawk capital, is the same as Saint-Regis; Kahnawake, the capital of the Seven Nations confederacy in Canada, is also spelled Caughnawaga (and also known as Salt Saint-Louis).
Allegheny should be Allegany (the Seneca reservation).
Mauch Chunk is a Delaware town and shouldn't appear on the list.
Centralia, aka Huron Park, should obviously go as well.
Niagara Falls is doubtful. There is a Tuscarora reservation nearby, but AFAIK it used to be Neutrals country (Iroquian, but not Iroquois). It never was the name of a native town. So, certainly not qualifying for the #2 spot.
(38) The AI can still work squares on my turf the turn my city's border expand from building a temple (ie the completion, which turns over halfway tiles to me if the AI city has no temple, not the culture effect).
A horse! A horse! Mingapulco for a horse! Someone must give chase to Brave Sir Robin and get those missing flags ... Project Lead of Might and Magic Tribute
Reporting the obvious end of 3 months of "French succession game" due to permanent game crashes on several installations. Must be a game issue, not an installation issue. It begun with weird "light spots" on what was supposed to be fog of war. Now the game crashes as soon as one plays a few turns. If it helps to track down the bug, the savegame can be found here.
Okay I looked through as many of the 500 posts as I could (and did searchs) to see if these bugs have already been reported, but I didn't see anything. So sorry if it's already out there, but...
In my 1.17f game the armies are totally screwed up. After I build them and start moving them, the units in them separate and move independantly, and the flag dude is somewhere several tiles away IN BETWEEN tiles. It's impossible to move around and my units that were in the army keep disappearing and appearing in different locations after each turn.
Also, aren't coastal fortresses supposed to fire at enemy ships going by? Mine still don't. I've seen them fail to fire many many times, even after this patch was installed.
Originally posted by Apolex
In my 1.17f game the armies are totally screwed up. After I build them and start moving them, the units in them separate and move independantly, and the flag dude is somewhere several tiles away IN BETWEEN tiles. It's impossible to move around and my units that were in the army keep disappearing and appearing in different locations after each turn.
If you use stack movement from a square containing both an Army and others of the same type as the units in the Army, the units from the Army will leave it. This will result in weird behavior for the *flag dude* and at least 1 of the units that left the Army. It is a bug. I believe it is known to the developers. Put the misbehaving unit back into the Army. The problem should go away (did for me).
Also, aren't coastal fortresses supposed to fire at enemy ships going by? Mine still don't. I've seen them fail to fire many many times, even after this patch was installed.
I think they do shoot on occassion. Although since 1.17f I have not had many wars where my enemy could cruise my coast, I can repeat the same info I have seen elsewhere. The Fortress only shows as firing if it actually scores a hit. Same as land units with ZOC; you don't see them shoot unless they hit.
(\__/)
(='.'=)
(")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.
Comment