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
a bug: 4 civs have built the Woman´s Surfrage wonder!!!!
something annoying: AI civs seems to cross other AI territory without a free pass pact too often.
Roman: Civilization belongs to the civilized. Attila: It belogs to those who have the power to conquer it. Me: Nope, it belongs to me. Coz ive paid 50 bucks and it has a 30 days satisfaction guarantee.
Asesino_Virtual
The free techs given to a scientific civ when entering a new era are almost always the same:
Monotheism, Nationalism, and Rocketry
After playing many games with scientific civs, these techs are so frequently the first, you can almost count on it.
Why not let the scientific civ make the choice, instead?
The game was improved when the player was given more control over the techs granted by Theory of Evolution, so why not extend this improvement to the free techs that scientific civs get?
(27) The city screen says "An Tax Collector" and "An Scientist"
(28) If a city produces 100 or more gold, beakers or smilies, the first digit is not always visible (are the bars sometimes longer than normal??)
(29) The Establish Embassies option is still showing when we already have embassies in all the capitals
(30) The Civilopedia claims that the science wonders double research in the city, but the fact is that they 'merely' add 100% of the basic number of beakers and are not multiplicative
(31) The animation of the air recon mission is too fast. There is hardly time to see the result during the execution of the mission
(32) Upon clicking the button to create a spy in Russia, I get the message that my spy was killed (ie without any action by the Ruskies, dead BEFORE arrival)
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
On the domestic advisor screen, the controls do not seem to be right.
The delta button moves lines up/down by one.
A single click on the slider moves lines up/down by two.
A double click on the slider moves lines up/down by 4.
The mouse scroll wheel does nothing.
What I want is some way to move a whole page up/down.
level 1.17f
What I have noticed on the free tech you get is that those three are the default, but you can change it if you happen to start your research on one of the three. For example, if when you advance to industrial age - you start to research nationalism, you wont get it as a free tech, the computer picks another tech (usually the lowest cost to research) to give you.
Expansionist civs get a free scout at the beginning. This is an unbelievable advantage in my opinion. So I went into the editor and changed the civs which could have the scout (Brits, US, Am. Indians, Rus, maybe more). Now only the Germans had access to the scout (and I never build them).
Anyway when I started a new game, the first thing I run into is a Brit scout! Sure, they can't build scouts anymore but they still have the damn scout in the beginning. This must be a bug.
Having a scout to start the game means huts, huts, huts which means more cities and more techs. No fair!
OK I am not going to read 12 pages of mistakes so if this has already been said you can take me out the back and do what you will.
If you enter the city screen and click the draft button a number of times equal to your civ's draft rate (i.e. the draft button will disappear), then click on the arrow at the top of the screen to go to the next city the draft button is still missing even though that city could potentially draft another citizen. The button will appear for that city if you close the city screen and double click on the city.
3) Optomize the AI's turns I am simply bored to death with Civ3 because of the long turns. Civ2 had a little icon in the corner that indicated what color was currenlty moving -- this helped eliminiate the bordom greatly as you at least knew the current progress of things and who was moving. So can you try and optimize the AI's turn, but most of all can you include that little colored square that indicates who's taking their turn so we won't be left in the dark as to what is going on while the AI takes its turn? (and not just a text saying who's moving but something that indicates the civ's color) [KEVIN AR18]
that is a kick ass idea. anything to let you know just how much longer you have to wait. in my last game (before is crashed), i was averaging about 60 minutes to 90 minutes before i could do ANYTHING. i would click on end turn, 5 minutes later it would pop up with the first city finished building this damn thing window and it would take between 3 to 5 minutes before the next one came!! having a massive empire at that point (over 75 cities or so) meant i could drive the length of California and back before i could play a turn!
i TRULY hope Firaxis does work on fixing this. it's not like i'm running an older PI or PII machine and the game does fly in the beginning. still by mid game it tanks so badly that i'm stuck doing other things like, yard work or walking the dog, or organizing the attic before i can actually play again!!
They should make the pikeman act like a horse.. stopping enemy cavalry disengaging ( could just make it a move 2 unit- it can't attack anyhow really)
I've found that when zoomed out the sprite clipping dosen't work so any units half on screen's graphics get mixed up.
Would be nice for multiple zoom modes.. an even closer zoom to see all the unit details is good too as well as intermediate levels.
Also minorly the city advisor screen unit colours sometimes aren't of your own civ if you look at another civ first.. one time they looked blue american when i was english.
Game turns DRASTICALLY slow down when I see my first industria/modern unit.
I am still in the ancient age and was getting at least acceptable turn times. However, all the sudden one turn, things slowed way down (~2 minutes + more after the city info windows) During this same turn I saw my first industrial unit -- a Battleship.
I also turned on citizen mood management in my cities that turn.
However, I have also heard other people mention this being a issue, that when they hit the modern era, things slow way down.
Level: Deity
Size: Large
Civs: Default
Processor: 1.5GHZ
RAM: 512MB
Originally posted by Kevin Ar18 Game turns DRASTICALLY slow down when I see my first industria/modern unit.
The slow-down is probably caused by massive railroading, which introduces the possibility of infinite movement. There is a check against infinity, but you can see AI units moving back and forth many times before they finally stop. The calculations involved must cause the explosion of time consumed.
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
The slow-down is probably caused by massive railroading, which introduces the possibility of infinite movement. There is a check against infinity, but you can see AI units moving back and forth many times before they finally stop. The calculations involved must cause the explosion of time consumed.
Well, then I guess that's something they need to fix.
(33) The score in the Hall of Fame is not the same as the score reported upon finishing the game. Looks like one more turn is advanced, so the time bonus is smaller (the turn you finish, so the Hall of Fame is probably correct).
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
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