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
Turn 130 to quinns.
We've reached 1000 BC. Either we're so good, or the game clock is a bit off, it should be at least 500 AD looking at our advancement, even 1300 AD, if we take Eerion's civ as the benchmark.
And move it please guys, its turning into a crawl.
Hey guys,
It's been several months since the release of this mod, and we've received a lot of feedback. While it's sadly impossible to fully upgrade the mod mid-game, it is possible to balance some of the more game-breaking units and introducing at least one concept from the new release (long-range active defense). I'm proposing those changes early, the earliest affected units will be the SAM launcher, so hopefully it won't become a political dispute.
The changes are as follows:
- Increasing the range of AA Active Defense:
- to 3 tiles: SAM, War Walker, Escort Cruiser, Plasma Destroyer
- to 2 tiles: SDI Laser, Space Fighter
- Nerfing the overpowered Gunship and Hannabu by increasing their cost by +50% and doubling upkeep;
- Nerfing the Gunship by moving it up to Rapid Deployment;
- Nerfing the Space Plane by reducing its cargo space to 3 and disallowing it to carry non-infantry units;
- Nerfing the Mechanized Infantry by moving it up to Combined Arms;
- Nerfing the Nuke a bit by cutting its Move by half (fuel stays at 10, so it retains its range, only isn't so fast anymore).
- Boosting the Hovercraft by increasing its cargo space to 3;
- Making ICBM and Air Transport never becoming obsolete, as their roles are never really replaced.
If and only if everyone greenlights those changes, I'll prepare a new Units.txt file and send it to you all at the same time.
Hey guys,
It's been several months since the release of this mod, and we've received a lot of feedback. While it's sadly impossible to fully upgrade the mod mid-game, it is possible to balance some of the more game-breaking units and introducing at least one concept from the new release (long-range active defense). I'm proposing those changes early, the earliest affected units will be the SAM launcher, so hopefully it won't become a political dispute.
The changes are as follows:
- Increasing the range of AA Active Defense:
- to 3 tiles: SAM, War Walker, Escort Cruiser, Plasma Destroyer
- to 2 tiles: SDI Laser, Space Fighter
- Nerfing the overpowered Gunship and Hannabu by increasing their cost by +50% and doubling upkeep;
- Nerfing the Gunship by moving it up to Rapid Deployment;
- Nerfing the Space Plane by reducing its cargo space to 3 and disallowing it to carry non-infantry units;
- Nerfing the Mechanized Infantry by moving it up to Combined Arms;
- Nerfing the Nuke a bit by cutting its Move by half (fuel stays at 10, so it retains its range, only isn't so fast anymore).
- Boosting the Hovercraft by increasing its cargo space to 3;
- Making ICBM and Air Transport never becoming obsolete, as their roles are never really replaced.
If and only if everyone greenlights those changes, I'll prepare a new Units.txt file and send it to you all at the same time.
That's fine with me... as long as you all stop whining about the speed of this game. Some of us have real lives -- with high fever vomiting daughters, and 75 hour work weeks... so please...
With my mere 50-60 hours of work per week and no kids, I certainly should keep my mouth shut No more whining. Eerion, are those changes okay with you too?
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