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
Scouse Git (2)La Fayette Adam SmithSolomwi and Loinburger will not be forgotten.
"Remember the night we broke the windows in this old house? This is what I wished for..."
2015 APOLYTON FANTASY FOOTBALL CHAMPION!
Question: does "isometric tilemap support" mean "you can do isometric or standard with equal ease" or "there's nothing to prevent you from jury-rigging this into isometric"? I assume the former, just checking.
Question: does "isometric tilemap support" mean "you can do isometric or standard with equal ease" or "there's nothing to prevent you from jury-rigging this into isometric"? I assume the former, just checking.
Tiled lets you do flat iso maps with ease. Not so sure about SMAC-style maps.
Graffiti in a public toilet
Do not require skill or wit
Among the **** we all are poets
Among the poets we are ****.
I always found SMAC's maps to be a PITA anyway. I turn on "flattened terrain" every game, so I don't have to squint to figure out what a tile on the wrong slope of a hill is like.
So, how would the browsergame aspect work with the moddable aspect? If I make a mod for this game, are the mod files stored on the client side or the server side?
I think the easiest way to do it would be to make it multiplayer only, so that we wouldn't have to worry about AI. In that case, mods would be stored server side. Aeson could host it, if he wished, and it could be a nice way to differentiate Apolyton from those lesser sites.
The problem with multiplayer only is, what if you have two players who want to play a WWII scenario, for example? One gets to be Roosevelt, one gets to be Hitler--do they wrangle up some poor SOBs to spend hours playing as Franco, Mussolini, whoever the hell was in charge of Switzerland, etc., or just have those guys be completely static and nonresponsive? If we're going to include barbarians or what-have-you, we'll need some sort of AI for any games at all. I know, AI is a tremendous nuisance to program. Are there "shortcuts" we can take there?
What kind of cheating? "AI gets absurd production and research advantages" cheating, or "AI has units magically teleport into boats" cheating? Either way, a cheating rat bastard AI is better than none at all IMO. Could you compensate by including scripting tools, so the scenario designer can include hand-holding instructions for a specific map, game and power? I'm thinking of the way old CivII designers used to spam MoveUnit commands to overcome the AI's tactical glue-sniffing proclivities. I also thought it'd be nice to include something like a macro (don't know if that's the right term); you know how a lot of players say, "at point X, I typically go for impact rovers while building up production in my three best bases" or whatever? It sounds feasible to give the AI limited instructions that way.
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