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
Well, it was a good test. Great work Maq. It seems like the Neutrals may be the culprit. From the beginning you said that the neutrals were crashing unless you opened them and then quickly saved. Perhaps if we eliminate them and let their cities and units be controlled by a non-neutral player that historically had the best relations with them. Just a thought.
I would recommend for the next game there are less units around at game start. First to allow more units to be built as the scen goes on, second to shorten the turns a little, and thirdly to try to keep the game and save file as "light" as possible. I think it'll be more tactical to have less units to throw around everywhere too.
You could also cut down the city sizes a bit too. More inline with normal CtP1 city sizes around the industrial era.
Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference One way to compile the CtP2 Source Code.
Okay, the map is more or less done. Cities, Units, oil etc. remain . If you have ideas, (or better yet a city list), this is your last time to chime in.
Although the oil idea sounds interesting, I think I'd rather try the scenario with normal PBEM rules. I just think it may take a lot of tinkering to get that to work how you want it, and I think you're otherwise only a step or two away from having this scenario figured out. Once it's working in other respects, the oil thing could be an add on.
Also, I think you could turn the neutrals over to the AI or make them several smaller neutral civs. If they are weak compared to us (and they certainly were the way you had set up the game before), it's pretty unlikely they'll attack or anything. Most likely they'll sit there and build city improvements or some more units, maybe explore a little, maybe do some damage with spies or other stealth units, but I would think that's about it. The only thing that might be annoying is they'd build settlers, but I don't think that even that would disrupt things much.
But you guys are doing all the work , so, in the end, I'm obviously ok with whatever you decide.
p.s. And I still think everyone should be able to see the whole world map.
Fighters/Bombers: about 400 (each with a range of about 1000 miles)
Destroyers: 14
Cruisers: 2
Carriers: 6
Battleships: 2
Submarines: 32
By looking at the game map it looks like 1 tile is about 100 miles across. This means the distance from Tokyo to Los Angeles should be about 50 tiles. (I think the game show it as about 10 tiles.) Hence the reason carriers were so important in the pacific theatre. That is, in game terms the "fighter" aircraft would really have a maximum range of about 10 tiles (3 or 4 tiles per turn) and so, once in this big Pacific sea, would be tied to their carriers for life support.
I know there's a lot of abstraction that has to be done in CTP just to make it reasonable. I bring this range data up for information only. Let me know if any of you think it is worth my continuing with order of battle determination.
Comment