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
Yup, I had the bad tech mod. Uploading a new version now, courtesy of M3Shadow, as far as I can tell.
This one should give you original rate x2 at the beginning, x3 at the end.
Still playing and testing... just found that you can load up a single player save in multi and control an AI... this will help me to check on how the AI is coping with my changes...
I have a new enemy AI mod. It is a combination of ideas (with my interpretation of the right numbers) from the militaryAI.txt mod thread over at IGMOO. Anybody want to test this?
Note: the mod changes many AI params as well as AI cheat level. At impossible, the AI can cheat much more than before and at easy it is not cheating at all.
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=ENCYCLOPEDIA MOD V2.0=
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Created By: Archangel_Brian
Original Concept: Tyrsis and Imagiro
I have started a similar mod, but ultimately it is meant to update the encyclopedia as well as the in game items descriptions and help/tool tips. Wondering if you would like to work together on these?
Actually my goal is to have a mod created that will do this automatically for all users. It would include a bunch of mods together. If you are interested let me know. Otherwise, I'll see you around.
Everybody working on these mods is always tweaking the numbers. The results one gets are not a "linear combination" of the inputs. (To continue the statistical analogy) there are a lot of cross-correlation terms. In other words, increasing a parameter to a very high value would seem to make an improvement, and may in fact make an improvement if nothing else is changed. However, the game logic being very complicated, somtimes the behavior one observes is not what is expected.
The latest version of the patch backs off on some numbers that I thought were increased to high, and increases others.
Has anybody played through one or more long games with these patches (or Colin's or Lord Orion's) and have some feeback? My own playtest time is severely limited, and it is important to see what happens on a game that goes several hundred turns.
I understand what you are talking about, however I asked so I know what to look for. Is this supposed to make things go faster? Slower? Harder? Easier?
Some sort of general indication more than "updated", would be helpful. It is much easier to test something when you have a good idea what to look for. That was my only point.
There are two things: a better distribution of forces (a good amount of LR/Car/IF task forces instead of all transport and recon task forces and more "real grunts" and fewer support units), and less likelihood to be at high level of war with many enemies at one time (if the AI is fighting on too many fronts, it can only commit a low level of forces to each).
A good test of the game will go to many hundreds of turns. At first the enemy will just blockade undefended systems and maybe harass. Normally it takes a few defeats before it sends larger groups of ships. Don't necessarily expect the enemy to be so aggressive within the first 100 turns.
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