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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
If other teams were as slow as we are, we'd be able to get more planning done between turns.
Seriously, we've been caught very much by surprise, not just at Vox's choice to attack us but at how big Vox's forces are turning out to be. And while we definitely like our prospects for eventual victory, our current force levels force us into some tricky choices. That is further complicated by the fact that we don't know from one turn to the next what Vox's next moves will be or what additional reinforcements will show up.
In theory, we could spend the time between turns doing contingency planning for the various moves Vox might make, and we do in fact do a certain amount of that. But if we spend all our available time during our turns on the game, and all our available time between turns on the game, when do we get to have time for anything else?
I'm hoping that before long, things will reach a point where it is less difficult to figure out what our best moves are, or at least less critical that we make the best choices possible. Then things should speed up considerably for us, at least most of the time. But the last few turns, we've had some pretty tough decisions to make, and even the time between turns plus 24 hours (less work and sleep) for the turn itself hasn't always been enough to reach a genuine consensus.
We acknowledge to the fact that we have been slow to say the least the last couple of turns. We will really do our best to make sure we will play faster (debating, polling etc. will be just as slow, but Nathan will move the units faster ).
In exceptional events like this one of Apolyton not working for 4 hours I think it's ok to extend the 24 hour limit. However, this is one of the few cases in which I agree with that.
I am not against GS or any other team, but Beta is right when he says that the game as a whole is suffering from turns being delayed so often and could cause a loss of interest. So I would also please demand that everyone made an effort to speed things up a bit. I'm the first that won't agree to play every turn in just 1 hour, but we could find a good middle point between those two sides.
Originally posted by Theseus
We would like a turn extension... In the interest of fairness, we leave the term of such extension entirely in the discretion of the One Voice of Vox.
Theseus - it is not a problem with us. I have been poking at your slow play - half in jest - and half in a hope to speed the game up - not just for Vox, but for all teams.
The game has come to a slow crawl. GS is taking almost 24 hours to play their turn alone. If the time counter was still active - I expect you would be getting low on time. There are going to be more unexpected events that come up for all teams in the future. And yes - technical hiccups do play their part.
But there is a lot of time between turns to discuss strategy. And part of the challenge and fun of the MP team game is that you should not have a limitless amount of time to decide on things.
Perhaps most importantly, for the game to be fun for all, it has to have a pace and flow - it keeps people engaged in the game, the debates, the trash-talking. I have noticed both in our forum as well as in the public forum, a marked decline in interest lately. And that can be directly related to the current pace of the game.
So - you do not need our approval to go over the time limit. I would just ask that you consider trying to speed up play. Please and thanks.
The downtime at Apolyton today occurred during an, hmm, interesting period, which unfortunately was during our turn, and negatively impacted our ability to determine our next actions.
As far as we have been able to ascertain, the downtime was just under 4 hours.
We would like a turn extension... In the interest of fairness, we leave the term of such extension entirely in the discretion of the One Voice of Vox.
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