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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 Steve Clark
I know I've seen the question before, but I forgot the answer. What do the "Ages" have to do with techs and wonders? I know we had the ancient-middle-industrial-modern grouping, but they were just there for flavor. Is the game forcing you from one Age to the next? Will I be able to make a bee-line straight up the tree to research only those techs needed for the Space Race? And for bloodlust games, maybe I just want to concentrate on those techs that give me the most powerful military units, regardless of year, age or whatever. I should be able to have my beloved Vet Knights in 2000 bc without having the game forcing me to wait, right?
Unless I am mistaken you must research a majority of the techs in any given age before you can "advance" to the next age.
Now what "majority" means is beyond me, but I would hope this would not allow folks to get electricity before magnetism or chemistry or some absurb example like that.
I hope you must research over 75% of the techs in an age before you can advance, but only those with the game know for sure now.
Subs only hold one missile now. No mention of MAD however, hopefully still in there. Destroyers can't see subs or no more destroyers?
Nuclear subs enabled by nuclear fusion? Ha!
Hmm, I wonder if conventional "old-school" diesel sub's are available before the nuclear type? If so then it would make sense to have nuclear sub's only detectable by their "modern" counter-parts the AEGIS cruiser and not the "old-school" destroyer.
That thing about nuclear subs and fusion is a typo; there is no fusion. There is a picture of a sub under fission on the tech tree, though. Also, it looks like there is a normal sub under mass production.
Originally posted by ixnay37
I think to advance to the next age, you must research all of the required techs in your current age.
Required techs meaning all techs or selected ones?
I don't like this. The different ways of winning (and hence, the different strategies) should allow for different research strategies. If I am going for a fast bloodlust victory (like with my Vet Knights example), why should I have to bother with techs that are unrelated? Is this another attempt to limit replayability in forcing you to research the same techs each and every game?
In many of my regular games, I work hard to end it before the Modern Age because I just don't like fighting those kind of battles outside of a scenario. I have a suspicion that the game will do its best to force you into the Modern Age, regardless of what year that occurs.
Privateers sound an excellent new strategy , like Sir Francis Drakes privateer attacks on the spanish in the Elizabethan times.
I hope there'll be land pirates in a similar vane.. lots of shipborne barbarians will do
I'd like to have a situation like with the carribean islands with pirate ships raiding trade ships.. hopefully more possible now with the new trade system (though is it advanced enough? can you blockade a port with your ships??)
Originally posted by Steve Clark
Required techs meaning all techs or selected ones?
If you look at a tech screen from the final build, some of the advances have little circles with lines through them in the upper right corner. I'm pretty sure those are the ones you do not need to advance to the next era. You must research all the others before advancing.
Originally posted by Admiral PJ
I'd like to have a situation like with the carribean islands with pirate ships raiding trade ships.. hopefully more possible now with the new trade system (though is it advanced enough? can you blockade a port with your ships??)
>To defend these critical tiles, the mighty Fortress can provide
>substantial defensive bonuses and bestow the Zone of Control
>ability to units typically without it.
This would seem to contradict the earlier review that indicated that ZOC was totally gone from the game (replaced with some kind of auto-fire-on-passing-enemy-units action)
This would seem to contradict the earlier review that indicated that ZOC was totally gone from the game (replaced with some kind of auto-fire-on-passing-enemy-units action)
I think they may be referring to the ability to fire upon units that enter into the fortess area rather than ZOC as they were known.
Kids! Bringing about Armageddon can be dangerous. Do not attempt it in your home.
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