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
You can look at this two ways:
A pop-boom-impaired faction might suffer since a normal faction, with the vast nutrients of the sea, will easily have bases up to hab limits with little effort.
A pop-boom-impaired faction will blunt its inability to pop boom by raking in tons of nutrients, still growing much slower than a pop boom, but given hab limits, not spending too much time behind normal factions.
Senethro - What are all the map settings going to be for the puppet states game ?
Learn to overcome the crass demands of flesh and bone, for they warp the matrix through which we perceive the world. Extend your awareness outward, beyond the self of body, to embrace the self of group and the self of humanity. The goals of the group and the greater race are transcendant, and to embrace them is to acheive enlightenment.
I've changed my mind, I'll take the consciousness.
Hobbes
Herc also has posted to play as the Consciousness in this game. While I don't mind clone Factions for this game, just make sure that you both ensure your base names are unique somehow.
Darsnan, remind me, I remember that you told me that custom faction files (In this case Aquagaia, Aquacycon, Aquahobbits etc) are imprinted onto the scenario but do I also remember you telling me that the units section is also imprinted? If I understand correctly, you will achieve Carriers+subs at the desired techs by receiving the unit in the unit workshop and then reverse engineering it?
Originally posted by Senethro
Ok, Naval game is ready to go.
Excellent!
Originally posted by Senethro
Almost.
Darsnan, remind me, I remember that you told me that custom faction files (In this case Aquagaia, Aquacycon, Aquahobbits etc) are imprinted onto the scenario
Exactly how are you doing this? Are you using standard factional text names for this, or did you modify the (I believe) #CUSTOMFACTION section of the alphax.txt file to include these factions? Reason I am asking this is that if you went the route of modifying the #CUSTOMFACTION section then everyone (I believe) would then need to play with the modified alphax.txt file, which although probably doable by the players in this game, is a PIA. A way to avoid this is to modify the existing Gaian, Cycon, and PK files to give them aquatic capabilities, then after this game is finished being set up you can just remove the files from your directory.
Originally posted by Senethro
but do I also remember you telling me that the units section is also imprinted? If I understand correctly, you will achieve Carriers+subs at the desired techs by receiving the unit in the unit workshop and then reverse engineering it?
The #UNITS Section is imprinted onto the game once you start placing units onto a map. Therefore all of the units contained in this section of the alpha(x).txt file should then be available to all players. As far as reverse engineering is concerned, why if the unit is available upon the prerequisite tech, then there shouldn't be a need for reverse engineering (unless of course people decide to build sub probes and sub carriers..... , , ) Hmmm, this game could be very interesting indeed!
How typical, the problem arises from the area you didn't expect.
What I did was to make a copy of the factions in question, add the aquatic trait and save them with the name "aquafaction". I then loaded the base map file, used the "Reload Faction" option in the Scenario menu to insert the factions into the game. They are not saved under the same names as the original factions.
You only need the CMN to have the aquafactions loaded into the game (ie have them listed in the alphax.txt as custom factions). All other players then just need the aquafaction .txt and .pic files in their SMAC directory. When they then load the gameturn the aquafaction files will also load.
And aquaclones have been available for about 3 years now - see here
Map made for the puppets game, this ones going to require a large amount of playtesting however.
Its a supercontinent that I've chopped up by connecting the isolated pools and lakes. Erosion is average, but as my world builder has a high peak number you could mistake it for weak. Fungus is average but heavily tweaked due to the presence of two Planet factions in the game. Rainfall is high.
I personally have found this most conducive to good CPU performance.
Faction placement was made with the assumption that you would have a maximum of 3 cities.
I still need to know how you would like me to configure your own puppet AI.
will think up some plans on that map description, though you haven't said how big the actual map is?
sounds good so far
Learn to overcome the crass demands of flesh and bone, for they warp the matrix through which we perceive the world. Extend your awareness outward, beyond the self of body, to embrace the self of group and the self of humanity. The goals of the group and the greater race are transcendant, and to embrace them is to acheive enlightenment.
Originally posted by Senethro
Map made for the puppets game, this ones going to require a large amount of playtesting however.
np as somethings come up and I will be OOT from Thursday afternoon till Sunday afternoon. FYI.
Originally posted by Senethro
I still need to know how you would like me to configure your own puppet AI.
I'd say located conveninently close by, so that by the time your city is found, they can quickly come to the rescue. This way they can also donate units to you quite easily, which you can then render down for the mins.
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