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 UberKruX
Trifina: we should get this topped, and the first poster should maintain an organized list so QS can see it readily.
I already asked this to Ming. He didn't answered or put it top yet. And for organization, I don't know if I'm really willing to do it... Have some stuff/projects already. But anyway, if someone is willing to do it, it wouldn't be very hard for me to copy/paste and edit.
Now there is one I really do not understand. I run into a guardian and look around trying to figure out which planet that scout was at? Why am I not able to even see the planets name? I mean I can discern a reason, but there is not need for it. In Moo2 when I found it I new where it was weither or not I survived the encounter.
Arnelos I second that opinion. I was just thinking that a scenario with a turtorial that included combat and all from one of the devs would go a long way to making the game enjoyable to more players.
Why make them struggle? Remember most will not be coming to the web for help.
Now that I have come down from the dream world of a game that was delayed to make it as bug free as possible...
1) Map symbol for guardian locations
2) sound bugs in diplomatic screen
3) (could just be my computer) for some reason the game tries to access both my speakers and the computer internal speaker causing an annoying high pitched whin (not consistently though). I especially noticed this in SP, but not in MP
4) make a simple path to production queues
5) Use a colony summary screen so that you can "mass edit" production
6) find some way to have a "fast map move". With wormholes, you can end up having systems all over the place and no easy way to find them unless you are zoomed in.
7) make the encyclopedia actually useful by putting more than just the general information into it. OR, make pop up messages when the mouse rests on an item of interest (perhaps a right click?).
8) some sort of tech chart would be nice so that you can at least see where you are.
9) have some way of SHOWING who has already ended turn (MP)
10) make the chat window (MP) work after you have ended turn
11) tone down spys... they can be a bit silly blowing up everything in sight until you get counter spys in place
12) 2 out of 3 times I have been disconnected in a large MP game. It didn't seem to be a problem in smaller games. Have some way to "rejoin" the game.
13) freighters? are resources naturally sent from one colony to the next if needed or are there no provisions for supply?
14) supply lines for ships. Scouts can go on for ever without any restrictions for resupplying.
15) some advanced notice about the length of time a spy will live so that you can make sure replacements are in the queue.
16) Have some way to remove some of the luck factor from the game so that MP can have balanced starts and gameplay.
That's it for now. Overall, I think the game has lots of potential. It just needs a bit more work to polish it and some very patient players to learn how to play.
I know a lot of people are complaining about spies, but let them
I personally think the current strength of spies is just about right. People who are complaining about the spies being too powerful are mostly the same people that always picked -10 spies and Democracy in MoO2, didn't build spies in the early game, and then wondered why they were being robbed blind.
Spies should be important.
Personally, I think the scientific and military spies are probably the only ones that are too powerful. The other spy types are just about right. If I was to tweak any of the others, I'd make the political/social spies less likely to blow up system seats and imperial seats of government and make the social spies' ability to raise unrest levels a bit more powerful (and make it more concentrated and system specific as with the original MoO).
But those are just tweaks.
Long-time poster on Apolyton and WePlayCiv
Consul of Apolyton from the 1st Civ3 Inter-Site Democracy Game (ISDG)
7th President of Apolyton in the 1st Civ3 Democracy Game
Found a nice glitch in the ship path-finding function. While ships will go around Guardian systems when using starlanes, they will try to go through them when going to isolated stars.
Myself, I find the political assasination WAY too easy. One spy can knock out 4 leads in 4 turns. Unless you have defense already in place, very difficult to stop. So tell me, in what time frame in all of earth's history have you seen leaders knocked off like flys by another power?
Originally posted by yoda
Now that I have come down from the dream world of a game that was delayed to make it as bug free as possible...
LOL Yoda. Yeah, I was willing to put up with the delay based on this promise and am as dissappointed as you that it was so glaringly short of the mark. That stuff like the auto-colony ship and build queue choice AI was released in it's present state is really shocking to me, given the assurances of quality we all recieved in exchange for our patience for waiting and waiting and missing X-mas and waiting some more. I really feel burned. Hopefully QS or IG or whoever's hands this is in now will redeem themselves with quick, thorough and effective patches, so I can recommend this game to my gamer buddies who are more of the RTS type. I really want to love the game, and it's sad to see it dragged down by such poor implementation of a such a great design. Now back to the bughunt [/preaching to the choir]
Originally posted by yoda
Myself, I find the political assasination WAY too easy. One spy can knock out 4 leads in 4 turns. Unless you have defense already in place, very difficult to stop. So tell me, in what time frame in all of earth's history have you seen leaders knocked off like flys by another power?
True here too. The way it's been for me so far is getting a leader is more like a special event that lasts a few turns than a valued addition to the empire, even with defensive spies in place. Maybe if spies killed sometimes, and sometimes just injured the leader so he was out of commision for a few turns? The chance of a spy returning unscathed from an assassination attempt should also be very low, and the killing should have more dire consequences between the races, including those not directly involved. Espionage is one thing, out and out murder is quite another to any sentient race. This would make killing leaders just for fun a less attractive proposition. Also is there any way to see what leaders are working for your enemies so you could tell if a poltical spy attack was a worthwhile endeavor? They seem to be famous figures in the galaxy, it should be common knowledge who's working for who shouldn't it?
Both EXCELLENT suggestions concerning political espionage. Having political spies be vastly likely to die if they succeed at political assassination is a good suggestion. Having everyone KNOW which leaders are employed by which race would also be a very nice thing and it would indeed make sense.
Long-time poster on Apolyton and WePlayCiv
Consul of Apolyton from the 1st Civ3 Inter-Site Democracy Game (ISDG)
7th President of Apolyton in the 1st Civ3 Democracy Game
- A way into the senate
- a way to exit to the galaxy map from every tab
- fix directx bug and the occasional failure of short buttons (esc, g, etc...)
Finally: (its more a wish than anything)- fix multiplayer so larges games have a winner
I would rather have a bottle in front of me than a frontal labotamy
Originally posted by wyldrose
Display the names of shared systems in multiple colors.
IMO, this would become impractical when three or more races share a system - something I've already seen. So, displaying the system name in grey isn't that bad.
Otherwise, great thread! This game may be free of crash-bugs, but it needs a lot of feature enhancements to be a major success, even if the core gameplay is solid.
"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
IMO, this would become impractical when three or more races share a system - something I've already seen. So, displaying the system name in grey isn't that bad.
Otherwise, great thread! This game may be free of crash-bugs, but it needs a lot of feature enhancements to be a major success, even if the core gameplay is solid.
Just to note, it is not free of crash bugs. Other than a 1 on 1, I have not been able to play more than an hour or two of MP without losing connection (crash)! And with no way of re-joining the game...
yoda
I have ADSL and a 1 gig computer so I doubt it is a hardware problem.
Not a bug, but I wish there was something that could be done about the under 1000 populated planets. I can't attack them, I can't land troops on them, I wont land a colony ship there (the planet is doomsday for my race usually). So what do I do? I wait there for X turns until it's big enough, then bomb it hoping to destroy every last person, if not, the cycle starts again. The result is I have a whole bunch of systems which are not called "name", but "(name)", and a very insecure feeling.
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