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
Here's one that I just encountered (A Darsnan CMN'd game - some remnants of one of his mods crept into a new game he set up)
My scout is witnessing evolution before his very eyes as an IoD struggles to gain land .......
Gee - thanx for pointing my mistakes out to everyone, Googlie!
Anyways, another thought that occured to me was that, since this was an OCC game, why I had disabled CP production in it via the Scenario Designer. I'm not sure if this somehow screwed up the unit selection as well. Any experience with trying this parameter in the Scenario Designer? If not, I'll look into this as well. Regardless, why push come to shove I can just make all my alphax.txt files the same, which should defeat the problem at hand when I rebuild the game for you.
Anyways, back to topic (which is "weird screenshots"): I'm working on my next SP Challenge, and intermittently what is happening is that various parts of the explored map suddenly go dark (i.e. unexplored) on me. I'm using the Flat map, and another issue that I see here is that along the edges of the map why I can "see" AI units moving off the edges of the map. Anyone else have experiences like this playing on a flat map?
Originally posted by Googlie
My scout is witnessing evolution before his very eyes as an IoD struggles to gain land .......
Shouldn't it be returning to the land?
BTW isn't that NL graphics from SMAC demo?
SMAC/X FAQ | Chiron Archives The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw
Anyways, back to topic (which is "weird screenshots"): I'm working on my next SP Challenge, and intermittently what is happening is that various parts of the explored map suddenly go dark (i.e. unexplored) on me. I'm using the Flat map, and another issue that I see here is that along the edges of the map why I can "see" AI units moving off the edges of the map. Anyone else have experiences like this playing on a flat map?
I have this happen every time on a flat map...it's a problem with the game...what I try to do to prevent it is to not have any land on the edge of the map, just have 1 or 2 squares of water....
Originally posted by Chaos Theory
Well, since fungicidal doesn't grant the ability to clear fungus (it just makes that faster), I would expect no. However, it wouldn't be unprecedented for the game to combine a noncombat ability with a combat unit. The IoD does this, and further units that transport and attack can be designed, such as the Q Ship.
Q Ship: a naval combat unit which can also carry land units. First proposed by Googlie about a year ago, with the name coming from the German merchant raiders of WW2 in that they were disguised as transports/ merchentment, but carried concealed armaments. Example:
Q Ship: a naval combat unit which can also carry land units. First proposed by Googlie about a year ago, with the name coming from the German merchant raiders of WW2 in that they were disguised as transports/ merchentment, but carried concealed armaments. Example:
I will never understand why some people on Apolyton find you so clever. You're predictable, mundane, and a google-whore and the most observant of us all know this. Your battles of "wits" rely on obscurity and whenever you fail to find something sufficiently obscure, like this, you just act like a 5 year old. Congratulations, molly.
The game already gives priority to Labs for distribution of energy. When you have an odd number of energy and 50/50 assignment it always gives labs the extra energy.
I found the distribution to be really odd. Since the game insists on integers for energy allocation, with 5 energy and a 90/0/10 split, 5/0/0 and 4/0/1 would be equally near the desired split, and either would be acceptable. To throw a leftover point into labs is absolutely silly, and reveals sloppy programming, but that wouldn't be unprecedented in Alpha Centauri. Fortunately, the game is so good that it partially transcends its implementation.
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