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, some provision needs to be made for moving missiles, but they shouldn't get around on their own, at least not as-is. Perhaps even let them hitch rides on planes, giving them truly impressive range and making them actually worthwhile. Then a Planet Buster could be a bomb (1 move air unit).
The point remains that the vanilla SMAC (and X) can't be modded efficiently for those.
For a SMAC mod in cIV however, things look better. But I think it's better to first have a SMAC mod in cIV and looking then what things can be modded further for the experience of modders will have grown exponentially.
He who knows others is wise.
He who knows himself is enlightened. -- Lao Tsu
Sounds good to me.
I have been thinking of another related solution for a while now. If you increase the pop. limits without Hab Complex and Hab Dome, but then disable the Hab Dome, then you have a population limit at every base, for every faction, with only minor differnces at several factions.
I find interesting ideas of no production from city, no food from recycling.
Some time ago i joined a multiplayer game, where nutrient requirement was set up at 3, not 2 nutrients for each citizen. It was an interesting experience, though we played only like 20 turns.
Removing all production from a base square is a nice way to counterbalance ICSing. Problem reappears when having nutrient satellites. I have though some ideas. And also bonus squares that can add to a base tile production.
I have to study your SMAniaC mod. Very interesting considerations.
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