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.
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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
Originally posted by Solver
No need to exploit it. Yes, I'm aware of exploits that would give you godlike potions - such as a potion that will keep your health at max for an in-game day. But even just creating a potion in Morrowind at a high alchemy skill would be way more powerful than any potion you could find/buy - and much cheaper to do, as well.
Even at high alchemy skill it is possible to create potions of a specific power level to be on par with or a certain amount above / below standard potions. Simply change your effective alchemy skill and the potion strength follows. The cost of made versus bought potions is irrelevant after a certain point - you will have much more money than you can spend soon enough.
With regards to mods, I take the view that game seem to be developed with specific target demographics in mind (such as attention deficit teens and game reviews whos idea of a thorough review of a game involes playing it for 5 hours). As such, modding the game to suit my tastes better is acceptable.
@ El_Cid, yes, such a thread would certainly be welcome by me. Take your time though, I should be kept busy for a while still with Oblivion.
I'm building a wagon! On some other part of the internets, obviously (but not that other site).
TES is the more inherently lonely RPG I have played. I don't see a reason to make another generic MMO with it. This is especially considering they do not like doing things they aren't familiar with, like with Fallout.
"Yay Apoc!!!!!!!" - bipolarbear
"At least there were some thoughts went into Apocalypse." - Urban Ranger
"Apocalype was a great game." - DrSpike
"In Apoc, I had one soldier who lasted through the entire game... was pretty cool. I like apoc for that reason, the soldiers are a bit more 'personal'." - General Ludd
I can't think of anything more likely to ram down my throat how Bethesda broke TES than an MMO.
Urgh.....if what happened to their forums is anything to go buy then I can't think of a place I'd rather hang out in less than an MMO full of new-age console TES gamers!!!
lol I'm such a TES snob these days, it's terrible. Before Oblivion I used to help a lot of people out with Arena,Daggerfall+MW on the official forums - now that place just creeps me out too much.
My predicition is they will be aiming for more of a WoW style than something ture to the history of the series - infact they will probably throw buckets of that history out the window(as they started to in Oblivion). Fewer stats/skills, lots more twitch combat and lots of Oblivion only 360 gamers! the horrors! In fact if I was Bethesda I would just make it an xbox live only game
In fairness I should just add that I'm not a great fan of MMO's or even on-line play. My experience of it has been that unless it's with a bunch of guys you actualy know, it can be pretty frustrating.
@Solver, did you try any of the 'Morrowind comes alive' type mods? I haven't yet, but will maybe test run some to see what that does to that static feeling.
As it is I've found in terms of making the general world look more living+breathing I can achieve that with this handfull of mods:
2. a couple of Abot mods that add birds and sealife. They are not monster mods but make the game world seem more alive. Some of the models are exquisite - a few are not great and the pathfinding can be weird, but overall another set of keepers.
3. Travelling Merchants - adds some merchants that travel between the main towns with a pack guar and you can buy/sell stuff from them.
4. Creatures - really makes the wilderness encounters more interesting, adds loads of new creature types, from humble bees to versions of existing creatures e.g. a black posionous bull netch etc.
5. NightTimeDoorLocks + Windows Glow - both these make the day/night cycle mean something in MW. Even if the NPC's are still standing in their shops, the fact they close at night gives the impression of them moving/living normal lives. And the windows glow one makes night look like it should.
Those 7 MW mods really added to the immersion/realism factor imho, but I am interested in how these compare with Morrwind comes alive.
@Skanky Burns(and others), ok I will give it some time...maybe after new year I'll come up with a big fat thread on super modding MW?
To give a general idea of what we will be looking at doing, my current install is 4.31 GB.
Yeah, I got the Morrowind comes alive series, good mods Though I got those pretty late, by that time I already knew where every NPC is by heart
My favorite is one that adds random people to various areas - I don't think it's travelling merchants, it might've actually been called "morrowind comes alive NPCs" or something.
A window glow mod is also great in Oblivion, BTW.
Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com I can kill you whenever I please... but not today. - The Cigarette Smoking Man
If they only just registered elderscrollsonline.com that means they probably haven't started on that yet... one of the first things you do is register the domain after all (and one would think that you do it even before you start, just when you imagine the possibility).
After all, how many civ5 web names are there...
<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
Originally posted by Skanky Burns
Intelligence now has no effect on potions...
I thought it has.
Also, I can understand the technical limitations of not having a huge population on display in the city all the time, but there isn't even enough housing to hold a large population in. Count the population by houses and it will be very small indeed. Incidently, I initially made this complaint on my original attempt to play Oblivion while I was in the market district.
Both Fallouts had the same problem But still Fallout-1 and Fallout-2 are the best crpg ever made!
Originally posted by Solver
Well, their next game is probably already well into development, whether it's a MMO or TES V.
Unfortunatelly you are correct. Their next game is already well into development and suppose to realised at spring 2008. The game is Fallout-3
I'd surely prefer the latter.
Me too. But instead they are going to bury my favorite rpg series and kill my faith in the game-developing industry. Hell, if they will screw-up the Fallout series (and I'm almost sure they will, (a first person view real-time combat Fallout rpg? WTF? As for me, it's the best way to bury the series ) though I'm still looking forward to the realise of Fallout-3), I'll start to make crpgs myself
Intelligence has no effect on the potency of the potions that you make. ... Furthermore, boosts in alchemy caused by enchantments (potions, spells, or equipped constant effect items) have no impact on the potions that you make.
I'm building a wagon! On some other part of the internets, obviously (but not that other site).
Intelligence has no effect on the potency of the potions that you make. ... Furthermore, boosts in alchemy caused by enchantments (potions, spells, or equipped constant effect items) have no impact on the potions that you make.
Looks like you are correct. But I played Oblivion with a couple of dozens of mods. And iirc, in my moded game intelligence had an effect on the potency of the potions. I spend some time experimenting in that field (bumping up my INT atribute prior to making potions) and made a conclusion that higher INT gives a stronger potions. Maybe I'm wrong. It's just my imho.
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