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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
-turn begin-
Scout patrol 51,25 fails to move to 51,23
Rover at 63,25 pops pod at 66,24 to get:
Worms. Oh well... worms killed. ECs pocketed.
Rover at 59,49 to 61,47 aiming for pod at 64,50.
Rover at 61,47 pops pod at 64,46 to get:
A monolith. Fat lot of good it does that far away, but oh well...
Colony pod at overflow rige moves towards the mineral bonus.
Colony pod at 59,33 tries to move to overflow ridge but fails.
AAs moving to the Monsoon Jungle. I still don't know what I'll use them for.
Rushbuy formers in U3 for 8 ECs, stockpile in queue.
Sven has probably contacted Mim by now, so Googlie's bypassing the EG to contact him directly.
Forget the Impact foils, but Gun ships would still be useful for contacting people and those ocean pods.
With the MJ and contacts everywhere, can the EG stand a chance?
~It's lucky start vs. Empath Guild - which overpowered beast will win?~
Mind telling me what it is, to explain your play-by-play?
I've been explaining my turns. While that rule was optional, it would be nice if you did so - to the people watching and the people playing.
I've been explaining my turns, down to my lack of clue as to what to use these AAs for.
Well my planned use for the AA is "Wait and see." It might be useful for a project, or to keep and get a tech later in the game. Heck, I might even prototype with it.
So yep, I've got a great plan for it. Wait and see.
Great plan.
...
Did you lose your probe infiltrating the Cult?
Unfortunate, that is. But at least you'll see everything coming.
When do you expect to have your continent PWND1?
OPEN TURN
Scout and AA move into St Andrews. Select the “take no action” response at AA prompt. Don’t need to do anything yet with it
Miner moved to last piece of wreckage – landing sites’ co-ordinates. Where the heck is the 150 ec’s??
Mindworm attempts to move in fungus but is immediately confronted by a larval mass, which it devours
2 terraformers still terraforming while the third is still en-route to prep the base site at 5:49
Carnoustie’s pop grows to 2 in 2 turns, while the colony pod being built there will complete in 4. Not much point in rushing 1 turn – the ec’s will come in handy later, maybe for an SP rushbuild
Expansion is prolly better at this moment than SP’s so have changed production at St Andrews to a colony pod as well. Currently it’s 2nd pop in 9 and CP in 11, but I can accelerate the pop by moving the worker to the nut special (pop in 5 then, but CP in 22 as a result, and with losing the 2 energy as a result as well research rate worsens from every 8 turns to every 12). So I’ll stick with the 9 and 11 combination for the time being
Moved former # 2 to the nut special to forest it. It’s on arid land at the moment, so a forest is best until I can later on build a condenser to moisten the land and improve the nut yield of the special (Didn’t get any former storedterraforming carryover – there was 3 turns to go for its foresting of the sunny tile, now it’s 4 for the forest on the nut tile)
(I see in Vel's current fiction he explores the wreckage but gets nothing at all - al least I got the miner, the chopper and the landing co-ordinates - pretty useless this latter one as we know themn anyway, but still ...)
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