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
SMAC wasn't a franchise game, so they had to produce a first class product in order to shift units. With Civ, all they needed to do was put out a box bearing the magic words "Sid Mier's Civilisation X'
100% agree!
With all the screw ups with Civ3, I wonder if Civ2 was actually designed by Sid Meier or just slaped his name on the product because of the license issues?
I think that is what happened. From what I remember, Sid did not do any programming, but instead he was a special consusltant to the project, so he got his name on it.
Some may argue that the real genius is Brian Reynolds...
It's mostly about generalities (and First Person Shooters) but Civ III comes up on page 2:
"The time involved in engineering a game to be friendly to mod makers is significant," says Firaxis' Jeff Morris, the producer for Civilization III, "To be done efficiently, it needs to be done on the front end. Retrofitting a game that isn't mod friendly to be mod friendly isn't a trivial task."
So he's not saying that it will never get done, but it doesn't sound like anyone should be holding their breath.
Originally posted by H Tower
what he's saying is that he never planned on making it mod maker friendly
Well, I would not say it is totally mod-"unfriendly", you can edit lots of stuff even in the current Civ3/PtW, and in some fields the options are better than in Civ2.
However, without events and diplo control the chances to make especially historic scns with a similar fun-factor compared to Civ2 are quite low, unfortunately...
Civ3 hasn't lived up to expectations in the MOD community, that's the plain truth. Add to that the fact that Firaxis made it clear in numerous online chats they're no fans of script languages and not planning implementing any for Civ3 makes prospects for proper "Civ2"-like scenarios slim to none. Civ2 started out with a basic script language which was enhanced in CoC and FW. There's no sign of that in the Civ3...
Skeptics should forego any thought of convincing the unconvinced that we hold the torch of truth illuminating the darkness. A more modest, realistic, and achievable goal is to encourage the idea that one may be mistaken. Doubt is humbling and constructive; it leads to rational thought in weighing alternatives and fully reexamining options, and it opens unlimited vistas.
It's hard to believe that limiting the oportunities for mod making was a good commercial decision. Mod-friendly games like Half Life are still selling strongly on the back of the mod community. In addition, making games mod-friendly is important in building up good will towards the game company responcible.
'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
Judging from the cock up they appear to have made of PTW, I don't think that we should expect too much from infogames and/or Firaxis.
'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
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