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
Yes, we have started playing. In this thread our first turnplayer is practicing with Vyeh and some historical data is being exchanged to the enlightenment of those who haven't played in demo games before, such as me.
Meanwhile in this thread those of us who have shown up to introduce ourselves are comparing opening strategy theories, and being led to consider nerve stapling those who are not present to defend themselves because everyone knows they will look better with a big X on their forehead.
After you've upload, you will get thumbnail codes. Take the "Thumbnail for forums (1)" and post it.
I've done it below:
From that page, click on "Visit your Images Panel"
To the right of the image, click on the top button, "i" in a circle. Uncheck the "Include details". Copy the full size forums code into you post. I've done it below.
Originally posted by Bodissey
And U.N. Heaquarters will issue a new Scout Patrol next turn, although we could rushbuild the Recycling Center right now.
Go into your save, rushbuild the Recycling Center. The new save is "practice, 2101end2"
Originally posted by timsup2nothin on the Wardroom thread
Gentlemen, (I have still seen no evidence to the contrary)
I may have to tap certain of our fellows firmly on the noggin with a nerve staple gun to get their attention. Lt Nims is exempt due to his equipment malfunction.
However, while awaiting complete introductions, I am anticipating some early scans of our likely landing site. Does anyone have any proposals or preferences about what to do with them when we get them?
For starters, I suggest that we agree that one of our colony pods should plant itself immediately to form our capital, or travel at most one square before doing so. Does anyone have any suggestions about how far the other two pods should go? Do we want to set up with no overlap in the base footprints, or try to get all three bases planted as quickly as possible and think more about spread as we expand?
Obviously terrain will have to be considered, so I'm not trying to make any hard and fast statements here, but if we are all generally on the same page we will be able to reach a faster consensus when we see the terrain. If we are way off from the same page maybe we can at least figure out who stands where and practice getting along.
For example, if someone suggests planting all three colony pods into the capital immediately I will likely not agree. I would be interested in their reasoning, and it would be good to get that discussion out of the way before we have terrain scans staring us in the face.
Tim, Great!
If Joe will agree to be chief scientist, I'd like you to ask him in The Wardroom thread to open the discussion on the first tech to be researched.
Once I've worked with Bodissey through the beginning of practice, 2102, I'd like to get you involved in this (not The Wardroom) thread, and practice distilling discussion into instructions for the turn player.
All demo players, please respond in character to Tim in the Wardroom thread.
Originally posted by Bodissey
"At your service, my Master!"
And the save is enclosed too. For the same overslashed price.
Please edit your post to add a brief description of what happened.
Set the map so you can see the visible squares. (You might be able to spot AI units buzzing around during the AI's turn.)
Hit "Turn Complete."
Choose Centauri Ecology
When the Recycling Center is built, choose Scout Patrol as the next build.
For your next post, be sure to include a thumbnail of the visible squares, a brief summary of what you did since the last save, as well as "practice, 2102"
Tim,
After Bodissey has posted the 2102 save of practice, open up a discussion of the next step IN THIS THREAD (not THE WARDROOM). I'll roleplay the council (anyone else who wants to join in is invited).
Your job will be to distill the discussion into a brief summary for the turn player.
When Mart's game begins, he will create a turn tracking thread and post the game. I'd like all of the turn-players summaries and saves to be posted on the TTT (this will also include saves and summaries by governors doing their own base moves).
Discussion by the demo council will be in another thread. I'm thinking of creating a third thread for you to post your directive to the turn player.
I want to make it easy for someone to follow the game without having to wade through a lot of role playing.
Our initial faction leader is Tim. No one is waiting for the position.
Our initial turn player is Bodissey. Tim is ready to assume this position after his term as faction leader ends.
Maniac will govern the HQ base. Tim will govern the second base. Is there anyone else interested in being a governor?
Status:
(1) Mart is working on creating the game.
(2) In this thread Tim and Bodissey are practicing.
(3) In the Wardroom thread, the demo players are discussing their initial strategy and developing their characters.
Good job. Would suggest that you post just thumbnails in Mart's TTT. It can take a long time for thread pages to load with people who have dial-up if you use the big pictures.
Tim,
(Simulation of strategic discussion)
Player A: Let's send the scout to pop the pod north of UN HQ.
Player B: No, we need to send the scout south east to protect the next base.
Player C: And the scout can explore the territory to the south east.
Player A: Let's send the scout to pop the pod north of UN HQ.
Player B: No, we need to send the scout south east to protect the next base.
Player C: And the scout can explore the territory to the south east.
Okay, we have a two to one majority favoring sending the scout south east with the pod. I'll make that three to one. It will take a couple turns to get our garrison for UN HQ, and I think we would be best served to leave the potentially hazardous pod pop until that's secured.
Turnplayer,
Move the pod to the southeast. Move the scout due south. Make sure to give us a report on how long we have to go to complete that other scout at UNHQ.
And now all units, that have successfully landed report their position.
We start some time next week, I'm just starting second test.
I will have some more notes about the game, it will be a challenging one. You will have to revise known strategies.
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