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
Originally posted by aahz_capone
Is it my alcohol pickled mind or do I remeber much better use of nukes in SMAC? I seem to recall them (or the fungus weapons) being used on my armies and navies.
Well, in SMAC Planet Busters (IIRC the SMAC name for nukes) left great holes on the planet landscape, to the point you should "terraforming" it down to sea level
Many players tried to reduce a mostly continental planet to a waterworld just for fun.
A bit excessive on Civ III realistic background, and quite difficult to implement in a flat map
IIRC the AI tried to use "nukes" mostly on critical, full of "wonders" cities. It seems to me that stack of units was a secondary target, if not when you used units line to shield a target (ground units still stopped air units movement, like in Civ II).
Anyway, using the biggest planet buster you should have a "near miss" of a couple of tiles and still take away a big bunch of enemy terrain with units, cities and everything else.
"We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing." - Admiral Naismith
"wake all" and "fortify all" on the top of the list
list sorted by type (then by experience or remaining Hit Points; thanks Admiral)
*sigh*: stacked bombardment !
"The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
--George Bernard Shaw
A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
--Woody Allen
Originally posted by Adm.Naismith
Also I think that unit that already have spent all their movement should be grayed out into the "right click" list, so I can avoid unnecessary try & see on every units (quite frequent if I pause or save a game in the middle of a turn).
Great idea. So simple and yet so great !
"The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
--George Bernard Shaw
A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
--Woody Allen
Originally posted by Tiberius
Great idea. So simple and yet so great !
Thanks, and I haven't to do any effort to discover it: it's already standard GUI rule in Apple MAC and Windows since many years ago.
"We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing." - Admiral Naismith
You forgot, besides moving WakeAll && FortifyAll to top of list, please, please, please add an easier way to handle large stacks.
I hate scrolling and scrolling thru long lists to wake up a couple of units at the bottom, or to have to go to the bottom of the list to HurryProduction.
How about this:
1. Option to keep list up so don't have to reopen list to wake 3 units.
2. Sort units by name and then by M.A.D values
3. Have at the top of list the most common selections:
-- wake all
-- fortify all
-- change production
-- hurry production
4. All chosing multiple units to wake at same time. You know the old MS Control-MouseClick
Originally posted by planetfall
How about this:
1. Option to keep list up so don't have to reopen list to wake 3 units.
AFAIK, in vanilla Civ III (I don't own PTW) you can right click to open the menu, then you must keep pressed the shift key, while selecting every units you want to wake up. Not well documented, still useful IMHO.
Is it the feature that you want?
"We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing." - Admiral Naismith
AFAIK, in vanilla Civ III (I don't own PTW) you can right click to open the menu, then you must keep pressed the shift key, while selecting every units you want to wake up. Not well documented, still useful IMHO.
Is it the feature that you want?
YEAH! it also works in PTW.
Now if they would just sort the stack list by unit. It is hard to count units in buildup stack. For example now I have 6 carriers, 2/3rds loaded, bunch of BS and DS and couple AEGIS and X transports on one tile. Getting difficult to see how many carriers/transports/BS are available. Right now I don't want to know about aircraft just ships. Not easy to get an accurate count. DDay is coming up and want to be sure have more than enough strenth to survive counterattack. Radar towers make sea invasions a bit more dicey. Come to think about it perhaps I need to actually use some marines to take out the tower.
This is from another thread, but since this is becoming the unofficial thread for desired changes in a future patch, here it comes:
- replay option for PBEM/hotseat games
Right now, you can't see what has happened in between your turns (at least so I've heard ) To quote a PtW player: "hotseat does not give ANY alerts of what has happened. For example, if a country declares war on you, there is no message that tells you. When one of your cities is conquered, there is no alert to tell you, same for nuclear attacks. Units just "disappear" when they are killed, and the player has no idea what happened."
To read the hotseat thread click here
"The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
--George Bernard Shaw
A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
--Woody Allen
Originally posted by Bolt
... now there is ruins everywhere.
How many wars did you had? And is it razing cities so popular, in PTW?
BTW, using a worker can remove ruin for a terrain improvement AFAIK, but I'm not sure if you can order to clean up the mess and restore the tile to its "virgin" status (i.e. like Clean up pollution).
"We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing." - Admiral Naismith
Update-- works SOME of the time. Does not work with a long stack of: jets/bomb/stealth/radar art/mech/MA.
BUG-- move carrier and bombers do not show moves left. You can send them on missions after selection but until select don't know if they were moved before carrier moved or if they still have moves left.
re ruins: ugly but realistic addition to city abandonment in PTW, cleaned up by mine/irrigate and not counted as pollution.
Another ugly thing I noticed in the editor. My english is too bad to explain that, so I give only the example, you will know what I mean:
You change the techs in the editor, there are the four windows for the four possible needed techs. When you are in one of these windows you can use some keys to switch to certain techs. You press "a" and the next would be "alphabet". Problem: If you want to change a modern tech and press "a", you will get the message that it is not possible to do that, because alphabet is an ancient knowledge. Okay, I know. But what when you want to press this button several times to get to "aircraft"?
This is a normal service in some programms, Firaxis tried this to do too, but it doesn't work because the editor checks the input while the player is only scrolling through the list, so it checks an imaginary input before a REAL input.
Oh dear, this english is very bad. I have a bad day I think, but you know what I mean. Do you? ;-/
If you play elimination all the cities will be raized -thats why there are so many of them. Don't you think ruins will be owergrown by vegitation after 1000 years?
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