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
Just because we would have a week to test the patch doesn;t necessarily mean that we will just have more time to think of things to complain about... I am hoping that we might have more time to appreciate it.
I don;t care if the chat is a kiss ass or a flame ass one... it's just that many of the changes are pretty complex gamplay ones... with subjective interpretations on how they affect game balance. To get much benefit from a chat it would be better to have sussed them all out before complainng or praising.
Did you guys undo the previous change that allowed the CD-ROM to be in any CD-Drive?
What exactly is the use of "set active player" in the editor?
How does "abandon city" work? How does this differ from alternate tactics?
What motived the change that removes the ability to change the default bic file and have it load with a saved game? This was used by modders and causal editor users to correct and refine numbers. It's not like you can just start a game up in the modern era to see how your tanks will fare seiging against new defensive numbers on infantry.
In your testing, how does destructive bombarding affect the game?
AI-to-AI trade rate can't be set less than 100%. Why not?
Bombard range and operational range are still capped at 8. Why not let the modders do what they will?
The readme states that there were optimizations in the generation routine. Were these just speed, or should we expect slight changes in our maps?
Were there any actual changes to AI with this patch that weren't mentioned in the readme?
What was your reasoning behind the removal of the 'multi' cheat? Modders legitimately used that to test their numbers.
Why still no minipmap in editor?
Why still no civ-specific starting points?
No complete listing of keyboard shortcuts in the game yet, nor complete mouse-accessibility for all feaures?
The new editor looks like it's another step towards a real scenario editor. Can you slip us any information? Will it have the ability to add improvements/units?
What can you tell us about "multiplayer is in development"?
When you guys read the forums, do you take our editor-changes-as-possible-problem-fixes (such as the HP one, and the solutions to corruption and ICS) into consideration?
AI-to-AI trade rate can't be set less than 100%. Why not?
Uh oh, does this mean you can only increase AI trades?
Bombard range and operational range are still capped at 8. Why not let the modders do what they will?
Its always something, isn't it?
Why still no civ-specific starting points?
Because just because.
The new editor looks like it's another step towards a real scenario editor. Can you slip us any information? Will it have the ability to add improvements/units?
Of course not. Too easy considering Gramphos has already done it.
What can you tell us about "multiplayer is in development"?
When you guys read the forums, do you take our editor-changes-as-possible-problem-fixes (such as the HP one, and the solutions to corruption and ICS) into consideration?
Right
Sorry I'm so negative, but been burned twice.
"Please don't go. The drones need you. They look up to you." No they don't! They're just nerve stapled.
The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
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