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
I'd like to include the ability to capture ships, but I don't really see how I can do this, especially in a MP scenario where players can opt to not build ships which can be 'captured'.
It's a shame as capture was a common fate for warships of the day (it's hard to sink a wooden ship with solid metal cannon balls). I guess the whole prize money thing will have to cover for this
I'm planning to base the scenario around Britain's need to bring in cargo ships (with high shield values), and trade ships (in a similar way to the arms shipments in Red Front). These will be vital to ensure Britains financial and military survival. These ships will be created by events in the Carribean [which will have no cities capable of building ships] and the South Atlantic, and Britain must escort them home while countering invasion efforts, and preventing a general European alliance against her.
Henrik, thanks for that further stuff on the Danes. I've read that Britain 'had' to bombard Copenhagen again in 1807(?), and that Danish forts took pot shots at any British ship which got too close, so I'll definetly include them as part of France.
Fritz, I'm sticking to naval action, so there won't be any Austrians, and I may lump the Prussian ports in with the Swedes (a very big on this though).
I'm not sure how I'll handle Louisiana. I guess It will start out French.
BTW, John Ellis (Aka Patient English) is working on Bonaparte II, and is currently conducting extensive mulitplayer testing
After reading that barb ships never attack, I've decided to make raiders a seperate civ, and have the Ottomans as Barbs.
now a few questions:
*Does anyone know when the US changed to it's modern style flag? (eg stars in rows, not in a circle).
*Should I include marines as land units or spy units? I'd prefer to have them as spys, but this means that all nations would share the same marine unit picture
*Does anyone know when large scale comercial whaling finished in the North Atlantic? I'm considering includeing it as a source of some extra $ (ditto slave trading [as in John Ellis's Colonies 3])
And for the record: This post will make me a King
'Arguing with anonymous strangers on the internet is a sucker's game because they almost always turn out to be - or to be indistinguishable from - self-righteous sixteen year olds possessing infinite amounts of free time.'
- Neal Stephenson, Cryptonomicon
Originally posted by Case
It's a shame as capture was a common fate for warships of the day (it's hard to sink a wooden ship with solid metal cannon balls). I guess the whole prize money thing will have to cover for this
Either that or you can use the crippled ship idea above (granted, which is the product of a missunderstanding, but could work annyway).
Henrik, thanks for that further stuff on the Danes. I've read that Britain 'had' to bombard Copenhagen again in 1807(?), and that Danish forts took pot shots at any British ship which got too close, so I'll definetly include them as part of France.
Ok, more fun for the swedish then
BTW, John Ellis (Aka Patient English) is working on Bonaparte II, and is currently conducting extensive mulitplayer testing
And I've got a beta version!
After reading that barb ships never attack, I've decided to make raiders a seperate civ, and have the Ottomans as Barbs.
If this pirate civ is playable, I want that instead
*Does anyone know when the US changed to it's modern style flag? (eg stars in rows, not in a circle).
From this site wich google found for me:
1912: Flag with 48 stars (New Mexico, Arizona) Executive Order of President Taft dated June 24, 1912 - established proportions of the flag and provided for arrangement of the stars in six horizontal rows of eight each, a single point of each star to be upward.
*Should I include marines as land units or spy units? I'd prefer to have them as spys, but this means that all nations would share the same marine unit picture
Hmm, depends on what role you want them to play. It might be good for other reasons to just have one marine, that leaves 6 free unit slots (presuming every civ would have one).
And for the record: This post will make me a King
Congratulations on your coronation fellow Monarch!
I missed that stuff on the crippled ship last night
It's a great Idea, and I'll definetly use it I'll give the ships the tireme flag to simulate their historically high likelyhood of sinking.
I'm now using an extended map (made by combining the map I used in the Cruel sea with a map called Silkroad by the same guy - they fitted together perfectly!). This will allow the inclusion of India, and trade with the East Indies.
Attached Files
'Arguing with anonymous strangers on the internet is a sucker's game because they almost always turn out to be - or to be indistinguishable from - self-righteous sixteen year olds possessing infinite amounts of free time.'
- Neal Stephenson, Cryptonomicon
I have a sort of solution to your ship capturing problem.
Basically, you have two identical ship units (for the sake of argument, let's say two Men of War). You set the events file to allow the player to capture one of these Men of War whenever you win a combat against in, but not the other one. This way, you can't be 100% certain you're going to capture a ship.
Of course, this would use up unit slots.
"Paul Hanson, you should give Gibraltar back to the Spanish" - Paiktis, dramatically over-estimating my influence in diplomatic circles.
Originally posted by Paul Hanson
I have a sort of solution to your ship capturing problem.
Basically, you have two identical ship units (for the sake of argument, let's say two Men of War). You set the events file to allow the player to capture one of these Men of War whenever you win a combat against in, but not the other one. This way, you can't be 100% certain you're going to capture a ship.
Of course, this would use up unit slots.
In a strictly MP game though, none of the players would opt to build the unit that could be captured... Well I might but that would only be because I didn't know what I was doing.
[Edit: Didn't see that Case had posted the same thing. Sorry Case]
Here's another idea - although it may have been a little out of date by the early 19th century.
How about randomly created treasure ships for certain civs in isolated (ie: vulnerable) colony areas. Instant bonus to gold but this is lost and given to another player if the ship is sunk before reaching port where it can be disbanded for shields.
If you're using a points system, losing such a ship could be a big hit to your total.
Only question is whether or not you'd need separate events for each attacker/defender combo.
The US had the following flag with 15 stars and 15 stripes from 1795 to 1818. After that they reverted to the original 13 stripes and just increased the star number as new states were admitted to the union.
IIRC, up until 1818, the custom was to add one star and one stripe to the flag each time a state joined the Union. Eventually, the flag had 18 stripes, at which point Congress realised that this was just getting daft and reverted back to 13 stripes.
"Paul Hanson, you should give Gibraltar back to the Spanish" - Paiktis, dramatically over-estimating my influence in diplomatic circles.
I've got the tech tree working, placed most cities on the map and done most of the units.
A quick question: I accidently allowed a city with a wonder in it to be destroyed from famine. Is there anyway I can reserect the wonder? Would Civtweak or Civcity do the job?
Here's a sreenshot of American and British ships off the US East Coast (city flags still to be fixed)
Attached Files
'Arguing with anonymous strangers on the internet is a sucker's game because they almost always turn out to be - or to be indistinguishable from - self-righteous sixteen year olds possessing infinite amounts of free time.'
- Neal Stephenson, Cryptonomicon
Oh yeah, I've got a name for the scenario as well: 'Engage the Enemy More Closely' (which was Admiral Nelson's last signal at the Battle of Trafalgar)
'Arguing with anonymous strangers on the internet is a sucker's game because they almost always turn out to be - or to be indistinguishable from - self-righteous sixteen year olds possessing infinite amounts of free time.'
- Neal Stephenson, Cryptonomicon
You might want to take a look at Gothmog's excellent "Pitts War at Sea," set in the Caribbean in the Seven Year's War. It's excellent. I was amazed at how well the AI simulated naval/amphibious warfare.
Nice coastline and ocean tiles! Did you draw them yourself Case?
Even though everyone has already expressed interest... if you have an extra slot that needs to be filled by a reliable player (C'mon I've been playing Civ2 since it's original release and I'm still here!), send me an email, PM, or whatever!
Originally posted by MagyarCrusader
Nice coastline and ocean tiles! Did you draw them yourself Case?
From memory, they're taken from John Ellis's Colonies scenario.
What do you think of the hills? (see the tiles north of New Haven)
Even though everyone has already expressed interest... if you have an extra slot that needs to be filled by a reliable player (C'mon I've been playing Civ2 since it's original release and I'm still here!), send me an email, PM, or whatever!
As I said before, it's too early to divide up the civs
At present, they're all looking playable though (the pirates should be very interesting for someone without much concious [I'm talking slave trading, smuggling, and privateering]). This will require someone willing to take a 'flexible' attitude to alliances
Does anyone have any suggestions for bringing back the wonder?
'Arguing with anonymous strangers on the internet is a sucker's game because they almost always turn out to be - or to be indistinguishable from - self-righteous sixteen year olds possessing infinite amounts of free time.'
- Neal Stephenson, Cryptonomicon
Originally posted by Case
As I said before, it's too early to divide up the civs
And as before, everyone are jumping at their civs anyway
At present, they're all looking playable though (the pirates should be very interesting for someone without much concious [I'm talking slave trading, smuggling, and privateering]). This will require someone willing to take a 'flexible' attitude to alliances
As said above, I want the pirates
Does anyone have any suggestions for bringing back the wonder?
The wonder is easy to bring back with some hex editing (see allards hex editing doc) I know no hex editing but I was still able to do that in a scenario of mine a long time ago...
Comment