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
Personally, I'm at a loss to see anything inflammatory in any of the posting in the above thread - seems to me that the discussion was civil on both sides of the table both yours and others and was a matter of differing opinions - nobody was called an idiot or stupid or so forth - and if this is flaming...
I'll let others judge on this one, and if there are other threads where you felt unduly slighted, post a link.
I cannot speak for others, but if I flamed you, I'm sorry...
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
FP: I already posted my ideas for improvements. Neither Maquiladora nor SMIFFGIG and not even hexagonian did that (other than the usual "If you dont like Civ3, go play CtP2").
Originally posted by Trip
I don't even think individualized tech trees would be enough. The gameplay is still the same every game, and you still have no choice (unless that's one crazy tech tree).
Well hows about this:
Instead of being able to research the next logical steop in some of the tree, you instead need access to some relvant resource or building.
Ie, no horseback riding, until you get horses.
No iron working until yu have access to Iron
No Mapmaking until you have a city on the coast
etc....
The strength and ferocity of a rhinoceros... The speed and agility of a jungle cat... the intelligence of a garden snail.
Destroyer-that would be great! Also, there would need to be similar exclusions for trading tech.
"If you're not having fun, then you're losing the game."-Copyright Warrior Poet 11/18/2002 "No plan survives first contact with the enemy."-Tsun Tzu -Don't know when B.C.
Sorry to burst this bubble, but I think Destroyers proposal would kill the game. It would be pathetically easy to lock the AI's access to iron and horses with a couple of cheap spearmen and forever exclude them from any research. You could research through the medieval or even industrial age and put yet nastier defender on the resources, thus taking the chances from this civ to ever advance.
Not if ancient and mediaeval resources were as commonplace as they should be. The tech tree would have to be looked at very hard to determine more sensible causalities too - was horseback riding really crucial to further development or just something that ought to lead to chariot riding then dead end? You need to be coastal to learn how to build ships but what does that have to do with making maps? Astronomy was known to several civilisations that used it for purposes other than seafaring....
I know this goes way back in the discussion, but Vondrack mentions:
Instead of creating different techtrees for different cultures... what about (radically) increasing the number of dead-end techs? Make the most basic techs into sort of a "stem", but all the others "branches" and "leafs" (with techs having more significant impact being placed at the leaf positions, thus needing more research).
Wouldn't this setup drastically improve the ancient age of expansionist cultures? I don't argue that this is necessarily a bad thing, but if the point is that civilizations will have to make tough choices to remain competitive in the overall tech race, expansionists may not face that dilemma until later in the game.
Originally posted by WarriorPoet
In otherwords, humans are the reason why our games eventually all look the same, and no programmer could fix that.
...and it's up to your own creativity to make it something beyond code, and moving pieces.
Yes, that's it. It is up to you. I try different strategies when playing. Sometimes I am playing the big scientist nation, another time I only build market places, banks and secret services, stealing technologies or buying them, but selling it to all others, as ressources and whatever. Kind of early greek nation or Ferenghis ;-)
When a civ breaks a treaty and attacks me surprisingly all I think about the next hours is to destroy their armies, destroy their field, but let them live so they can still regret
Or I try to save some interesting friends. But does'nt work properly. One time I save the whole german race. Some other people hunted them down and nearly destroys them. In the last round I gave them a little city on an island far away and guarded them several time. After conquering a little island with only 10 cities (I had enough) I let them live there.
AND WHAT DID THESE EVIL NAZI-GERMANS DO? These traitors attack me perhaps 20 turns later! Bastards!
So I conquer the isle a second time, razing cities, pillaging in masses and so on. And wth real pleasure...
What is the morale of this tale? Beeing emotional is the best. Like in Role Playing games. What would YOU do as the leader of that nation? I ever found interesting aspects.
Personally, I find the deviations in strategy dictated by different civ traits, different starting positions, different neighbors, and different kinds of land masses enough to keep the game interesting. I have games where I have to fight early with archers to get out from being boxed in, and games where I go all the way to the early Industrial era before I fire my first shot in anger. Yes, my path through the tech tree is fairly predictable, but there's enough variation in what I do when I get there that games don't have the feel of being all the same.
Yes, the game is linear because deep inside, civ3 simulates history of human civilization. Can their be computers without all the preequisite technologies? No. Can their be universities without writing and libraries? No.
I do enjoy the game as it is now, though knowing it is what you call "linear". However, to add flavor to it, the editor and map generator has tremendous capabilities. The editor is a very buggy tool with bad interface (it does not work on my 15" monitor). However, if you think of the potentials they are limitless. It is amazing that Feraxis has not published lot of scenarios or created mechanism for people to subscribe to scenarios. I think civ4 should go only in this direction: enhancing the editor and making it fun to create units so others can easily share. The editor is too difficult to use and has serious bugs.
That said, if you manage to make small changes in the editor, you can create all the fancy worlds and scenarios you want. Again it is disapointing that not so many people are using the editor to its fullest --including me!
I would like to see the techs devided up into three or four categories. e.g. Militaristic, commercial, scientific... and have sliders for each category. each category would then be researched seperately with the beakers devided as apropriated by the research sliders. Thus you ciould research 4 techs at once at a slow pace, or one at a very quick pace. Techs would have multiple requirements so that you could not research only one category.
* A true libertarian is an anarchist in denial.
* If brute force isn't working you are not using enough.
* The difference between Genius and stupidity is that Genius has a limit.
* There are Lies, Damned Lies, and The Republican Party.
My tech progression is pretty-much set in stone, after devoting millions of hours playing the game, but, like Twilight, I play emotionally. When my nation gets to be fat-dumb-and-happy, usually around the end of the Industrial era, I simply buildup an impenetrable defense and build for the stars! The modern age is a rush against impending doom. However, the Medieval and ancient eras are more a quest for survival. Each game is different enough, and if I really wanted to mess with my strategies I could do that on my own, without being dictated so by extranious programming code.
"If you're not having fun, then you're losing the game."-Copyright Warrior Poet 11/18/2002 "No plan survives first contact with the enemy."-Tsun Tzu -Don't know when B.C.
Originally posted by WarriorPoet
When my nation gets to be fat-dumb-and-happy, usually around the end of the Industrial era, I simply buildup an impenetrable defense and build for the stars!
Oh, yes. Sometimes I use this strategy and it's convenient. Because the AI is lost on an isle every continent is connected with the others. Often I am sitting in a corner of the map, having conquered this territory during the old and middle ages. When I am finished I build a little, only a very very little defense of defeding-only-units and it is enough. So I am asking: Is the AI able at all, to endanger the player? I usually never loose a city but definitely NEVER loose a city of my hometerritory although having only a week defense in every city and two guards in bodercities.
Alsways plaing deity without bonusses for the AI. But so what, he is not able obvious.
I've had some nasty games even on Monarch setting, where I am constantly beset apon by neighboring AI's. After I claw myself out of the ancient era, and survey my subjugated foes....then I spend my time diplomatically and military assuring that I never have to do that again.
"If you're not having fun, then you're losing the game."-Copyright Warrior Poet 11/18/2002 "No plan survives first contact with the enemy."-Tsun Tzu -Don't know when B.C.
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