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
In the 1950's many rockets blew up on the launch pad while learning to built rockets. The two hardest part to design are the nossel that inject the fuel and oxidise into the combustion chammder and the exist nussel's for the hot gases to leave these is no mathermical forman to help you design then it is more of than art and a excat science.
By the year 2100 AD over half of the world population will be follower of Islam.
Is this really the case? To sell a game or to found the production of a game is without doubt a commerical activity, a business at the end, should all go round.
Sometimes not everything goes round and commercial decisions give an idea another shape than the intended one. However, I ask myself, wheather the design of a game might be something else (e.g. as well said by the poster before, an integrated project).
Let me rephrase - it can be a hobby , but those games don't get out to the marketplace.
My point was that designers are simply (whether they like it or not) part of a production process, and they live off of somebody's capital, so designers who fail to consider commercial issues, or who fail to perform to adequate commercial standards, don't remain employed game designers. Look at the average lifespan of a design studio, how much people move around, and how many of them simply disappear.
When all else fails, blame brown people. | Hire a teen, while they still know it all. | Trump-Palin 2016. "You're fired." "I quit."
"If you worked at QS or were a shareholder, you would prefer half a loaf to none."
I, like most people, do not buy games because I feel sorry for the maker.
If I want to be charitable, I'll give my money to a charity.
From a gamer's perspective, I'd rather have given the money I spent on MoO3 to a charity.
From a software developer and software company owner's perspective (which is what I primarily do for a living), given the choice of two bad situations, I'll take the one that is less bad.
Terminating an overbudget, out of control project, and absorbing all of the costs, plus getting bad press for failing to produce anything on an already PR-hyped project is far worse than getting to market in some form, and recovering some of my costs and being able to at least attempt damage control from the PR aspect.
Originally posted by Dreadnougat
"If you worked at QS or were a shareholder, you would prefer half a loaf to none."
I, like most people, do not buy games because I feel sorry for the maker.
If I want to be charitable, I'll give my money to a charity.
I think this is a good point. But you also have to realie that the game developers are in business. They are not out there to fund unreasonable projects. They can only put so much money into a project. THey have to see the return.
Originally posted by 13Matt13
Yes, he IS a poor designer. That why he got a job teaching Game Design at UC-Santa Barbara. Or was it UCLA? Which college do YOU teach game design or management at again? I thought so....
Alan's a long time graphics guy who milked contacts he made on the software development seminar circuit, which is crowded with academics. He used to live just up the road from me, and was a regular at the San Diego 3D Studio user group meetings, which is where I first met him a decade ago. So I know about his background and his experience. Alan's a nice guy, and has a great graphics track record, but his freelance graphic skills and being around the industry and seminar circuit translate a lot better on a CV for a cutesie academic position than they do in the real world which is constrained by finances and outside forces (publishers, market, etc.
Good thing you threw in the wink, or someone might have thought that was a personal insult! Good thing we got around that! And youre probably right, since Im an engineer, and I do REAL work.
Actually, George and I are engineers by background too, but we both learned to read and stop scratching ourselves inappropriately in public, so we moved up past the knuckledragger stage to where things are actually done.
But I guess friends of the mods can act with impunity.
You're getting off with being a more than a bit pissy yourself.
And just so you know, "saved != shipped".
If you want to be a guru in a cave on the mountainside and hold forth about philosophical purity, then you're right. If you want to live down here in the business world where things get funded or they don't happen, then "shipped" is less screwed than "not shipped" and therefore it's saved. A floating hulk is better than a sunk ship - at least something can be salvaged off the hulk.
You assume that Alan's design would never have shipped, which you cannot make, since a HUGE part of the delays were in direct result of cutting HIS features, then having to re-work the game (IFPs, ethos, etc).
Was Alan and the rest of the staff going to work for free, and maybe pay rent and overhead out of their savings? His design might ship, if he could convince the publisher that the schedule wouldn't slip further, and get the financial side of the business to raise or allocate X more dollars.
Im sorry if i dont sympathize for all the hard work that had to be done b/c they decided to start chainsawing a game mid-way through development.
I wasn't aware anyone was soliciting sympathy.
When all else fails, blame brown people. | Hire a teen, while they still know it all. | Trump-Palin 2016. "You're fired." "I quit."
I apologize for my comments last night. I tend to troll and act up a fair amount. But last night, I was drunk and went over the edge. Not only was it rude, it was not funny. A worse sin.
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