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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
Argghh I got a Second Fungus uhm Biomass Patch
Is it possible to eliminate the Patch by swithcing a Base near it/in it to Anti-Bio or does this only slow it?
Anyone know?
I'm still trying to get a mission that is actually in the biomass. I got a "capture the alien base" mission that was in one, but the base flew off. I then got a "this would be a good spot for a new base" mission in the very same spot, did it and then promptly lost the base. Presumably because of the biomass, but I still didn't get a sample of the stuff. Alas.
I'm building a wagon! On some other part of the internets, obviously (but not that other site).
What stats you concentrate on upgrading with your soldiers?
I have recently been upgrading Willpower and Intelligence above others once strength and agility are at good. Perception doesn't seem to do much and I don't use dex as handguns are not as powerful as rifles.
The thing about willpower and intelligence is that they increase your soldiers' most-needed stats - willpower increasing rifle, hitpoints and capacity as well as psi, and intelligence increasing alien and medical in addition to psi. Nifty. The only attribute missing from these two is speed, for which agility is used. So far this build seems to be working, and helps against paralysis and mind control.
I have captured some biomass sample now and am researching it, so I don't know yet, but I would recommend switching the base near it to Anti-bio. Unless you don't mind losing the base in question to the biomass, of course.
I'm building a wagon! On some other part of the internets, obviously (but not that other site).
upgrading (let's say you don't exploit and fire into the ground for experience) was a quite difficult choice in the beginning.
at first, i went for marksmanship and snipers (when the rifles came up). then i realized that the most powerful stats is "alien" because 1 shot can make a gigantic difference (with super-herioc alien-knowledge two snipershot between the eyes will take him out).
speed is a big issue as soon as locket launchers come up. psi is quite nice in the final fights because it's slightly annoying, when you lose half your team because the alien just captured your mind.
anyway, now that i'm playing the second time round, i like to first get them everywhere at least to "average" or even "good". then you can send them to school, where they can learn being more effective (e.g. sniper-training also allows them to carry more, etc.). after that: specialization
- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
Using exploits are excluded, since you can get them to super-heroic in everything within a few missions.
I didn't think the initial choices were that difficult - my standard method was to get the first three stats to average and then good, while in missions mainly using grenades against the mostly-unarmed transgenants. Still, I will have to see if just being "good" in agility will allow me to avoid the worst of the rocket launchers, as they have just come up. Them and microslug accelerators.
I'm building a wagon! On some other part of the internets, obviously (but not that other site).
Finally Patched up.
Reason:
Had a Base in Biomass just like Skanky.
As the switch takes 24 hours the Base almost immediatly vanishes.
With the Patch the New Base in Biomass starts as Anti-Bio.
Haven't got that far yet. Using rifles - Colt M4 right now, and covering most of the US. Got blondie -- Captain Morale:
What now?
More orders?
She aweful in speed though.
Funny when they smile!
I getting my to be good in observation and rifles, well a few are even snipers somewhat. Better to start off to me that way, but I think I carry too much.
Use the cover, and grenades, except they need to rest a little when you run them, so it seems. Otherwise, it's always fun to listen to them talk.
Can't throw it that far!
I just got the German full version (not pirated), but after I installed it, there is no config text file. Maybe it is because I de-installed the demo just before, however, I don´t want to do the entire installation again.
Without this file, I can´t adjust the refresh rate, so I get no display. Can somebody attach a config file here?
Unfortunately I can't patch the game at the moment or copy protection rears its ugly head. I will have to wait for a cracked version to be released or the actual game to be released in Australia, whichever comes first.
Apparently the weapons have been balanced a bit more - how are the weapon stats now, particularly the human-produced weapons that were actually worse than existing technology ones before.
I'm building a wagon! On some other part of the internets, obviously (but not that other site).
Originally posted by Skanky Burns
Unfortunately I can't patch the game at the moment or copy protection rears its ugly head. I will have to wait for a cracked version to be released or the actual game to be released in Australia, whichever comes first.
Apparently the weapons have been balanced a bit more - how are the weapon stats now, particularly the human-produced weapons that were actually worse than existing technology ones before.
How do I capture Aliens? The manual says I should pick them from the ground when they are still alive -- but then I cannot move a soldier on their position.
I can only go there when they are dead, then I can transport them. But when they are still alive my guys say "can´t get there"...
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