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
im not real interested in an abstract discussion of strat gaming systems, with the problems of time scale and turn number, and unit balance, in the abstract. 1. I havent played enough different games to really comment, but more importantly 2. It depends on what you are modeling. Lots of problems are caused by incompatibilities between the nominal time scale of the game story and the level of granularity of combat - certainly this is true in games ive played, civ and AoE.
And BTW, you'll need to clarify the English - perhaps we can help with the editing?
"A person cannot approach the divine by reaching beyond the human. To become human, is what this individual person, has been created for.” Martin Buber
it's not that i'm not interested in this stuff but your english makes it a bit hard to read and your a bit too detailed to really interest me. i read the first paragraph on both(along with looking through the rest) and they went over my head and i usually love this type of discussion. i don't understand what your points are and why you are discussing this stuff.
Eschewing obfuscation and transcending conformity since 1982. Embrace the flux.
"One of the most serious challenges previous developers of wargames faced is organizing the need for real co-ordination between units on the one side and the need for different types of units on the other hand. Too often developers who solved only the first part of problem created the best battle plan: "Attck with the maximum number of high-end units in one direction". Those who managed to solve the second part of the problem without solving first part provide another solution: "Hot A with B, B with C and C with A". Even fulfilling both parts of the challenge does not garantee good game balance. For example it could be "fixed group composition", not maintaining straight frontline, etc.
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One of the most serious challenges previous developers of wargames faced is the need to incorporate a diversity of units, while enabling players to co-ordinate these units realistically in combined arms formations. Some developers solved this problem by presenting systems that forced players to an optimal battle plan of creating homogenous formations consisting entirely of the best unit available, which eased the issue of coordinating formations, while others adopted a rock-paper-scissors system which forced players to used combined arms formations. Even combining these approaches could not guarantee game balance. For example it could lead to standard combined arms formations, unrealistic formations, etc.
Muxec - I guess first you need to clarify what you mean by "real coordination of units" and how developer solved that problem, and what relation this solution has to "Attack with the maximum number of high-end units in one direction". For the moment i cant figure out what youre trying to say in your first two sentences.
youre a native Russian speaker? Perhaps if you could get the attention of one of our Russian speakers, you could write this out in Russian and they could translate for you?
"A person cannot approach the divine by reaching beyond the human. To become human, is what this individual person, has been created for.” Martin Buber
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