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
Do I take the presence of treasure chests and books in the units.gif to mean that the player will get to embark on quests in this scenario a la Midgard ?
STDs are like pokemon... you gotta catch them ALL!!!
Looking forward to this one too, Curt! ToT scenarios are pretty thin on the ground, and this one is sure to be a classic if its an enhanced version of the MGE scenario.
It's probably too late for unit suggestions, but how about some individual hero units. I know you had events-produced super-units in the first version, but how about some individual character units to embark on quests with?
I present the current line up of units...Some new hero units too!
Last unit of the 3rd bottom row: Ancient Strike Cannon.
2nd bottom row: Egraz the Sorceress, Rashkan the Horned, Irene the Maiden, Lopaz the Bright, Othmok Deepeye, Nathnael Sternsteel, Goldfist the Greedy, Bonemystic the Bleak, Slode the Slyfoot.
Bottom row: Fine Treasure, Random Chest, Fine Gold, Wise Tome, King of Bitterfrost, Floron the Lighthand, Bhurkis the Mighty, Dromo the Fearless, Scoundrel.
Silly names, I know!
But that is the staple of fantasy genres!
You will be able to unlock these characters in a variety of ways, even forming an army with them!
Downloaded it. I'll only have time to do limited testing. You've released it at a bad time - a bunch of ToT-ers are out of action. Techumseh's ultra-busy, Boco's bitten off more than he can chew and William Keenan's nowhere to be seen.
I noticed you're using the older mountain set. I later cleaned up the bases so they tile better. I also changed most of my terrain to the smoother tiling style described by Mercator. I'm using his grids in the icons.bmp file as well.
Someone also had a moan to me about my l-w-l coastline tiles, specifically that the river mouths weren't wide enough. This has been addressed. In updating these on my website, I then noticed a copy-and-paste bugger up in one of the files – now fixed.
BTW, tile dithering was kept to a minimum due to the contrasting light and dark terrain types.
Oh and I was also using stepping/mile stones to mark out the roads. I had difficulty following the road signs.
Anyway, I've attached the versions of terrain1, terrain2 and icons that I'm currently using.
I'm a lousy playtester, but I can at least give you some comment on the graphics...
Unlike Catfish, I would actually prefer much more dithering. That way the terrain transitions aren't as abrupt. And I'm not a big fan of the mountain graphics, I'm afraid. Other than that, it looks great!
Oh, and in case you'd want to get rid of the health bars over the gold, huts and other immobile units, you could use the wonder that is called SpriteGen.
They're not very obtrusive though, so it's quite OK as it is.
Back again. I bothered to "Mercatorise" the coastlines, tweak a few trees and river mouths (I can't help myself - I blame Boco ) so I've updated the file again, providing uploads are working properly.
Originally posted by Mercator
Unlike Catfish, I would actually prefer much more dithering. That way the terrain transitions aren't as abrupt. And I'm not a big fan of the mountain graphics, I'm afraid. Other than that, it looks great!
I tried different amounts of dithering and wasn't keen on large amounts, especially with the dark forest juxtaposed to the light, flat types. I suppose I could experiment some more, but it's personal taste, I guess. You know how to change it.
The mountains aren't by me, only modified by me. If you've got better ones, then cough them up.
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