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
They meant June by the... errrm, uhhhh, well... some other calendar or other.
Seriously. It'll be done when it's done. Just be glad it's being tested. Last I heard, Mike broke something. That was last week. Gotta fix it and make sure it is fixed.
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I hope they do double the effect of comercial as i always play the english and as far as im concerned expansionistic and comercial are the two worst traits. Babylon actually suit my style of play but when i played with them I couldnt bring myself to destroy my homeland England, which is sad really considering its only a game!
There will also apparently be some sort of unit naming with the next patch.
Originally posted by frostycreep
as far as im concerned expansionistic and comercial are the two worst traits.
I think a good way to improve expansionist would be to let them build an advanced settler later in the game. The unit could have 2 moves and found cities with some basic improvements (aquaduct, temple). Such a unit could be good for mid/late game scavenging for land after warfare and razing.
I think a good way to improve expansionist would be to let them build an advanced settler later in the game
I actually already did something like that. I changed normal settlers to require 3 food for everyone (to slow the early land grab, that works well btw). Then added a new "pioneer" unit for expansionist civs that only requires 2 food and has 2 movement and becomes available in the 2nd age (feudalism I think). Both seem to work fairly well. The only problem Ive encountered is rarely an ai will get a bad starting location and never be able to expand because they can't get to size 4, but in about half a dozen games with 16 civs in them, its only happened twice.
I actually already did something like that. I changed normal settlers to require 3 food for everyone (to slow the early land grab, that works well btw). Then added a new "pioneer" unit for expansionist civs that only requires 2 food and has 2 movement and becomes available in the 2nd age (feudalism I think). Both seem to work fairly well. The only problem Ive encountered is rarely an ai will get a bad starting location and never be able to expand because they can't get to size 4, but in about half a dozen games with 16 civs in them, its only happened twice.
This is an outstanding modification. I've been toying with increasing the shield cost or population costs of settlers to stop the absolutely out of control land whoring (I use that word alot) by the AI (and possibly the human player). That it works well is good.
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