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
Originally posted by MarkG
kind of a big list, huh?
Of course the fact that the last 30 lines or so are duplicated, does help it a bit with the size
Still an impressive list - I think they forgot to mention the center tile food production thingie though - please tell me this is just an oversight on my part.
(Yeah, I know, moan moan, groan groan, is all you ever hear - sorry Firaxis, looks like you've done an excellent job - and i really mean that )
* Added Fortify All and Wake All right-click menu commands.
* Editor: Enabled Add/Delete buttons for Civilizations. Note that there is a maximum of 32 Civilizations.
* Editor: Added Accelerated Production to Game Settings list on Scenario Properties. It defaults to OFF.
* Editor: Added a minimap.
* Editor: Enabled Add/Delete buttons for Citizens.
* Editor: Enabled Add/Delete buttons for Civilization Advances.
* Editor: Enabled Add/Delete buttons for Improvements and Wonders. Note that there is a limit of 256 Improvements and Wonders.
* Added the ability to rename units if they produce a great leader during combat. The player is given a popup to name this unit.
* Added an '*' next to experience level name for units that have produced a leader.
Fortify All/Wake All = Great!
Minimap + Zoom in Editor = Great!
Add/Delete for Civs, Citizens, Advancements & Improvements is good, but what about Units & Resources?
Ability to rename Units that produce Leader = Good
Accelerated Production?
Added unit properties = Tease. What properties?
The true nature of a man is shown by what he would do if he knew he would never be found out.
Yeah, I was wondering about that unit properties thing... it's probably just the ability to change HP stuff, since there's no other mentioning of it.
The auto-fortifiy and auto-unfortify will be very useful as well.
No auto-bombard though.
And there's no mention of being able to name or add improvements to cities placed in the editor? I'm hoping this is just too obvious to mention, but I hope you don't end up with a bunch of size 1 cities with nothing in them for 1800 AD Scenarios.
Mike, anything on the unit/city stuff, or are you just running a readme fix run?
Also, what about the ability to embed unit/terrain/improvment graphics into the scenario? Anything about that?
renamed "infinite range" unit ability to "infinite bombard range".
So the infinite range flag was never intended to give aircraft infinite range. Oh well, at least I should be able to build the Saddam's Supergun small wonder now that I know.
* Changed Military Advisor to evaluate armies based on relative strengths of units as opposed to number of units.
Would that change how the ai views the relative strength of its military to yours if one or the other is more modern? (id assume so) Or does it just effect what your military advisor tells you "Compred to these guys our military is weak!" type messages.
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