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
Only as a sidenote I just noticed that there has been over 10000 viewings of this thread which shows how anxiously we all have waited for the patch!
Another 24hrs to go baby.
Excellence can be attained if you Care more than other think is wise, Risk more than others think is safe, Dream more than others think is practical and Expect more than others think is possible.
Ask a Question and you're a fool for 3 minutes; don't ask a question and you're a fool for the rest of your life! Chinese Proverb
Someone is sitting in the shade today because someone planted a tree a long time ago. Warren Buffet
One thing I noticed that no one asked about was the 'Accelerated Production' option. Is this what it sounds like, some option to speed up production of units/improvements etc. as a fast multiplay option? If so, it's just what I was looking for so
Overall the patch as a whole seems pretty good too. The only major thing missing is an events scripting language now, and of course multiplay
I'm awake and on my way to work! Firaxians, need me to leave early to stop by and get an answer regarding the diplomacy editor settings? I also wonder if there's any chance for an early release on the patch like they've done in the past.
On a side note, the whole deal about the road/commerce issue is fairly straightforward - they created this option so that you can effectively make terrain that you nor the AI would build roads on. Also, you could set coastal and sea squares to have commerce value, and be able to then build on them (with the right tech). It's pretty straight forward, and an effective way to make sure the AI doesn't waste time with calculating where to build it's roads.
Back to the main topic! WE NEED TO KNOW ABOUT DIPLOMACY OPTIONS! We love the patch too, look forward to having *months* of fun playing other's scenarios (only months because ptw will be out by year end). Talk to us, guys, please!
Originally posted by rflagg
Back to the main topic! WE NEED TO KNOW ABOUT DIPLOMACY OPTIONS! We love the patch too, look forward to having *months* of fun playing other's scenarios (only months because ptw will be out by year end). Talk to us, guys, please!
Though my list grows by the hour, I'll settle for this.
C'mon Mike, even if they're not included I can get out the shotgun and get Gramps to start working on the CMT.
Originally posted by rflagg
Back to the main topic! WE NEED TO KNOW ABOUT DIPLOMACY OPTIONS! We love the patch too, look forward to having *months* of fun playing other's scenarios (only months because ptw will be out by year end). Talk to us, guys, please!
i can picture firaxis HQ:
A: "look at those nervous guys"
B: "they sound like a bunch of teen boys, horny to see britney's *** pop out "
A: "let's tell them about diplomacy, so they calm down"
B: "no, let 'em fidget around a bit more"
A: "come on, they've waited long enough"
B: "i know, but that makes it even more fun to read their comments"
A: "ah... all right..."
B: "hey, why don't we delay the patch a few more day *biggrin*"
A: "you're a real sadist "
B: "thank you "
[...]
... and that's why we won't find our until tomorrow
- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
*B looks at A nervously
B: "So what are we going to do?"
A: "We can't tell them, they'll pull a JT/Coracle on us"
B: "So what do we do?"
A: "Lump the thing into PtW "
Originally posted by rflagg
It's pretty straight forward, and an effective way to make sure the AI doesn't waste time with calculating where to build it's roads.
It's not effective since if you can't build a road, you can't access the Luxury/Strategic resources. Obviously this was an attempt to please those people, like me, who don't like having Railroads everywhere, since you can't build a railroad without a road. But it's not going to work. It would have been much better separating the railroads from roads, and allowing us to select the terrain types for that instead, independantly of roads.
It's not effective since if you can't build a road, you can't access the Luxury/Strategic resources. Obviously this was an attempt to please those people, like me, who don't like having Railroads everywhere, since you can't build a railroad without a road. But it's not going to work. It would have been much better separating the railroads from roads, and allowing us to select the terrain types for that instead, independantly of roads.
Yes, but I believe that's probably a hardcoded issue. As far as this is concerned, with not reaching strategic resources, Dan already mentioned that already every tile has a commerce bonus, allowing for roads on any tile. But, in a scenario, you could, for example, Start off so that no one can build on Mountainous terrain, and set it up so that once you get say, a dynamite technology, that you'll then be able to build roads there (by having the tech add +1 commerce to all mountain terrain). Personally, I don't see a problem with this.
Besides, it has nothing to do with diplomacy editing! Which we are dying to know...please guys, don't let us waste away! We love you and your programming skills more than you'll ever know!
Originally posted by rflagg
Besides, it has nothing to do with diplomacy editing! Which we are dying to know...please guys, don't let us waste away! We love you and your programming skills more than you'll ever know!
-Rflagg.
I'm afraid they aren't going to answer now. I've been pleading for two days now, with Dan, Mike and Soren online and not one of them has said a peep. I suppose we'll just have to be patient.
Yes, but I believe that's probably a hardcoded issue. As far as this is concerned, with not reaching strategic resources, Dan already mentioned that already every tile has a commerce bonus, allowing for roads on any tile. But, in a scenario, you could, for example, Start off so that no one can build on Mountainous terrain, and set it up so that once you get say, a dynamite technology, that you'll then be able to build roads there (by having the tech add +1 commerce to all mountain terrain). Personally, I don't see a problem with this.
Well yes, that would be a good thing, but I doubt it's going to work like that. It's going to be a blanket thing, just like Mines are now, so that you can only require a tech for all roads, not just those built on Mountains. I applaud their attempt to let us try and control railroads, but this approach is pretty much useless IMO.
PS They removed the hard coding for a number of things now, i.e. Luxury icons will be joining the list soon. So it's not like it's impossible to do the same with railroads.
Comment