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
Nuclear War V is coming to a close, so let the signup for VI begin. The rules are in the thread linked to, and the gamesmaster is provisionally General Tacticus.
What do you do when a spy is sabotaging an nuke order, where this player has stockpiled some nukes? Will the nukes get 'un-stockpiled', or will this player be able to send 4 nukes next time?
And what about if player X sends a spy to gather information about player Y, then player X decides to nuke player Y. What happens to the spy? Does it get killed or not? It makes sense if this spy managed to get out of the city in time, since it knows some nukes are on the way...
That was why I asked, to see when GT thinks the sabotage takes place... the spy could in theori have planted some time-bomb on the nukes, making them explode in the air...
So it should be changed to work the way I said I think.
Also, point of order since it didn't come up before the last game. Should spies be able to sabotage bunkers? I think they shouldn't, since spies should have at least one possible counter. The spy should perish in a trap whilst searching.
Hehe, we are not rewriting history, since the precedent was set when I killed Skanky and in game it was the gamesmaster's call to make. For next game we should vote on changing it to what I suggested.
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