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  4. They've created an invitation-only OTf recently. Viewable logged-out, only postable by members not known to be insufferable. -If you're an inactive member put off by certain polititrolls and disruptive/prolific persons, *PLEASE* have a look: -And spread the word.
  5. Closed Beta has started during last summer, with many large fights bursting around the worlds. Many improvements in the recent patches : improved character advancement (Shadowbane-inspired classes, domains, new disciplines), caravans, mounts, refineries, GvG maps, new player tutorials, etc. Buyer beware : The game still features gruesome elements : sacrifices to the gods, grave digging, necromancy... Here's a video showing some PvP:
  6. -I'd just like to point out that the Clown Posse coalesced in early May, 2009, and was operational through only the first week in June that year. I was never a fraction as active posting after I returned late that year - check my posting history, please, and let me live that one down, finally. -And shaddup; I just wanted to top this thread for a year... -Also, I do have more on-topic posts than you, even if you're Roth. Again, check my posting history.
  7. Scenario Name: Sid-n-Me SMAC/ SMAX: SMAX Author: Darsnan Date of original posting: 7/10/2020 Original host site: WePlayCiv "Hello there, would you like to colonize a world with me?". You can't believe your eyes -The Sid Meier is asking you to colonize a world with him! You stand there dumbfounded looking at the vidscreen for a second before responding, "yes, yes, absolutely yes!". Sid smiles, nods, then says "The shuttle leaves docking bay 9 in an hour. Be on it". The line goes dead. You immediately send out a communique to your underlings outlining the plan, then jump on packing. Twice you trip over half-packed suitcases, but you make it out the door and to the holding pen just in the nick of time. In the few spare seconds you have you check your pockets to ensure you didn't forget anything: yup, the datapad with Sid's comlink is secure in your front pocket, along with an EC chip with enough credits to buy an additional supply unit for your Faction. You start to run down the pre-boarding checklist when the bay's loading lights flash from green to red indicating the gates will open any second now, and suddenly for some reason you get a dark epiphany in the bottom of your stomach: Sid is a consummate gamer, so why in the universe would he invite you of all people? Was it because he'd seen your exceptional schooling marks as well as what you'd accomplished since entering the workforce, or what if the real reason he invited you was because he sees you as an easy mark? The loading siren blares and immediately the gates swing open. The crush of humanity, eager for a better life on one of the colony worlds, surges forward, and your carried along like a stick in the current. There is no turning back now, the die is cast, and your fate awaits you on some planet you'd never even heard of just an hour before.... Directions: 1. In your scenarios subdirectory create a new subdirectory called "Sid_n_Me", and download and unzip the attached files into it. 2. Start Alien Crossfire, then select Scenario, Play Scenario, and load "Sid_n_Me". The game will load with you as the Peace Keepers (which starts with Sid's commlink! ), and then will let you choose the difficulty level you wish to play. Enjoy!
  8. Scenario Name: One if by Land, Two if by Sea SMAC/ SMAX: SMAX Author: Darsnan Date of original posting: 8/24/2014 Original host site: WePlayCiv Welcome to the SMAX Spartans Scenario "One if by Land, 2 if by Sea". History on this one is that I recently CMN'd a PBEM for Kirov and Kataphraktoi, and while playtesting the PBEM I thought to myself that this would make a great scenario. This game is the result. Highlight of this scenario is that it uses a low grav mod in that movement values for most units have been increased by one. And the only other thing I'm going to say about that is that its a good thing that the Spartans get to use 2 military units for Police purposes! Directions 1) In your SMACX Scenarios subdirectory create a folder called "1 Land_2 Sea", and download and unzip the “1 Land_2 Sea” files into it. 2) Start up SMAX, then select "Scenario", "Play Scenario", and then go to the subdirectory "1 Land_2 Sea" and choose the scenario. The game will automatically load with the Spartans. Changelog The alphax.txt file for this game is using a low grav mod, with a majority of the various chassis receiving +1 movement. Infantry now move 2, Speeders 3, Hovertanks 4, etc. Other notable changes are listed below: #RULES - Max Artillery Range is 6: the AI rarely uses it, however it is "in theme" for a low grav mod in that ballistics should be able to travel further in a low gravity environment. Have fun with it! #RESOURCEINFO - Ocean squares yield 1/1/1. - Monoliths give 2/3/2 #WORLDBUILDER - Global Warming has been reduced significantly. #CHASSIS - As noted above most chassis have increased movement points. #DEFENSES - most defensive armor types have been increased by one. #UNITS - There are 41 units in the alphax.txt for this game. It is advised to review these units at game startup, and develop your strategies accordingly. - Several of the base units (such as Colony Pods, Probes, Scouts) have been aquatized, meaning they have the Amphibious Pods ability. - The 8th Faction has been replaced by my own set of units called the Sentinels. #FACILITIES - The Virtual World has been moved to Social Psychology. Rationale: watering down the beeline to Industrial Automation. - The Cloudbase Academy has been moved to Monopole Magnets. Rationale: watering down MMI. FACTIONS AI factions have been modified to make them more challenging. D 1 Land_2
  9. Scenario Name: Winter Solstice 2018: The Tenth Manifold SMAC/ SMAX: SMAX Author: Darsnan Date of original posting: 12/21/2018 Original host site: WePlayCiv In honor of Chaos Theory: RIP my old friend - you are not forgotten! I hope you look down upon this, and that it makes you smile. In Defense of All that is Holy! In response to Devine direction from the Protector High Priest, the Progenitor Faithful activated Manifold Ten, and then awaited word from their brethren across the cosmos and how their corresponding Manifolds had fared in their attempt to contact the Devine Creator. However days then dragged into weeks, weeks into months, and months into years, and still no contact from their far-flung Progenitor brethren. Finally the Protector ordered the People into stasis, to await the day of the reawakening of the Progenitor people. The Protector himself would assume the throne of the Manifold Ten and stand guard over the people while they slept the eons away. Protector Jaa'hroooon settled himself into the Prayer Seat located within the Great Communal Hall and sent a command to Manifold Ten to envelope the throne room in a partial stasis field. Within the bubble of slowed time Jaa'hroooon used the powers of the Manifold to project his senses out amongst the stars, searching for any sign of his People's return. Ages swept by in the blink of an eye, and as the slowed time continued to progress Jaa'hroooon watched branch after branch of the galactic arms slowly march across the sky, while individual stars dramatically flared and died, their lives spent . And still Jaa'hroooon sat upon the throne, communing with the Manifold while he patiently waited for word from his People. And suddenly it was real-time again! Jaa'hroooon had given the Manifold orders to immediately stop the stasis if it detected an imminent threat, and it appeared that threshold had been met. Jaa'hroooon allowed his senses to be directed by the Manifold to several tiny specks of light descending through the planetoids thin atmosphere. The Manifold began correlating data and projecting images directly into Jaa'hroooon's mind, and from their descent Jaa'hroooon could tell the specks were artificial in nature. Using the Manifold's probing abilities Jaa'hroooon reached within each of the vessels to probe the minds of those that would dare intrude upon the holy ground that was Manifold Ten, and as Jaa'hroooon sifted the uncomplex minds of the heathen aliens he sensed simple, barbaric drives of greed and unfettered hatred towards his species. And Jaa'hroooon realized with a start that they knew of other Progenitors! Jaa'hroooon looked forward to extracting knowledge from these creatures regarding the fate of his People amongst the stars, and why these primitive creatures hated Progenitor so deeply! Jaa'hroooon had sensed enough and broke contact. It was time to wake the people and prepare them for battle... Objectives: destroy all of the alien (read: Human) invaders of Manifold 10! And extra special bonus points if Manifold 10 is still operational at the end of the game. :-) Many thanx for wgabrie for the artwork! Directions: 1. In your scenarios subdirectory create a new subdirectory called "X", and download and unzip the attached files into it. Start Alien Crossfire, then select Scenario, Play Scenario, and load "X". The game will then let you choose the difficulty level you wish to play. Enjoy! D Game Setup: The way I've organized this is by the sections of the alphax.txt, so if you open the file (I use Word Pad) you can search on the key word and follow along.#RULES- Movement rate along roads changed from 3 to 4. Rationale: lower gravity increases movement. Also this assists the AI in that they can more quickly congregate units at threatened points in their empire.- Max artillery range changed from 2 to 4. Rationale: lower gravity increases artillery distance. The AI will use this on occasion. Forewarned is forearmed in this case! (Note: you will need Scient's patch or better, as this does not work in the base game).- Max airdrop decreased from 8 to 6. Rationale: flying around a battlefield is exponentially more dangerous than for planet or sea-bound military units, as drop units are exposed to a larger field of enemy units while airborne. In a low grav environment these dangers are compounded even moreso: from battle damage, malfunction, or just plain inexperience while airborne, a drop trooper can literally reach escape velocity much more easily and be lost forever in the depths of space. Thus the decision has been made to lessen the strength and duration of a drop pod's thrusters in low grav environments.- Intrinsic base defense increased from 25 to 40. Rationale: benefits the AIs as they are typically on the defensive.#RESOURCE INFO- Boreholes changed to have a -2 nutrient intake. Rationale: simulates the horrid conditions workers face while slaving away in the boreholes (i.e. this "fits" with the darker theme present throughout Alpha Centauri).#CHASSIS- Infantry movement changed from 1 to 2, Speeder changed from 2 to 3, and Hovertanks changed from 3 to 4. Rationale: lower gravity increases movement.- Hovertank chassis now available at Monopole Magnets. Rationale: with the decreased gravity hovertanks become available more quickly.- Needlejets and copter chassis disabled. Rationale: the thin atmosphere of a moon or small planetoid is not dense enough to support roto nor winged aircraft.- Missile chassis movement decreased to 8. Rationale: similar to drop pods, missiles face a greater visibility and threat matrix while flying through the air, especially with continually being confronted with the dangers that lie just over the near-horizon as the missiles transit towards their targets. Thus the decision has been made to decrease their distance, effectively telling commanders "use missiles wisely".- Missile chassis is now available at Doctrine: Air Power. Rationale: with the decreased gravity rockets become available more quickly.#WEAPONS- Conventional Payload available at DocAir. Rationale: with the decreased gravity rockets become available more quickly.- Planet Buster has been disabled. Rationale: on smaller moons or planetoids the detonation(s) of planet busters are actually significant enough to change the trajectory/ orbits of these bodies, and so are strictly prohibited from use.#ABILITIES- Air Superiority disabled. Rationale: not needed since there are no aircraft in this game.- AAA Tracking: moved to DocAir. Rationale: need to start building units ASAP that can defend against missiles!#UNITS- Crawler has been removed from this section – you will have to prototype your first crawler yourself. Rationale: crawlers are overpowered human exploits, so this is in a small way benefiting the AIs.- There are several new units available to build. I’d suggest reviewing them to get a feel for what you will be facing in this game. Of note are the following:A) Missile Frigate available at DocAirB) Drop Trooper Mk1 available at DocAirC) Chaos Battletank available at FusionD) The Battle Ogre Mk3 has been replaced by a "Drop Re-entry Assault Carrier - armored" (or "DRACa Mk3"), which is a missile troop transport. Still haven't figured out where to place this, but right now I'm thinking it is going to replace the Planet Buster.E) Seawolf Attack Submarine available at SuperconductorF) Missile Mk1 available at DocAirG) Resonance Probe available at Field Modulation#FACILITIES- Virtual World moved to Social Psycholoy. Rationale: watering down the beeline to Industrial Autmation.- Cloudbase Academy: moved to Monopole Magnets. Rationale: watering down the beeline to MMI.
  10. Scenario Name: Heah You Kids Get Off My Planet! SMAC/ SMAX: SMAX Author: Darsnan Date of original posting: 4/14/19 Original host site: WePlayCiv Foreword: Alpha Centauri was never meant to be played as the 8th Faction. As such I've had to make a lot of allowances in this game, as well issue a lot of warnings to the player: these are documented below and should be reviewed before starting the game.PremiseA planet drifts through the void, endlessly circling its primary. Sometimes a companion star encroaches, adding its light to the circling worlds, only to slowly drift deeper into space once more. Millennia turn to eons, and eons to epochs, and still the planet continues its endless journey. Until one day one of the lesser creatures of this world encounters something that is different. The creature stalks the strange craft, and as its kind had been primordially taught to do, it attacked and captured the strange craft. Having accomplished the task its primeval drive had been programmed to do, the creature wasn’t sure how to proceed, until a voice it had never heard before but instantly recognized spoke, “bring it to Me”. You are Eywa, all knowing, all seeing, and master of this world. As the lesser creature you had created eons ago escorted the strange craft back to you, you reach out to probe the strange minds within: at first you thought it was the return of the false prophets who had long ago claimed to be your creators, but upon closer examination these beings are different, and if anything even more primitive. As the craft nears you notice a lot of the creatures on the strange craft have succumbed to the fungus your minion used to commandeer their minds with: some you can barely recognize the outlines of their former bodies, the fungus having completely absorbed them. However one of the strange creatures seems less effected by the fungus than the others, so you sift through the creatures memories, and find they are from a world ruined by its kind’s greed and recklessness towards the cradle of their birth. You query the creature, “you would do the same to this world?”. “Yes”, the creature’s fungus-addled brain answers honestly. “No”, you reply, “this will not happen on My world”.Objective: you are Eywa, and your mission is to rid Planet of the blight that is Humanity.Game Settings- Small Map.- Abundant Native Lifeforms selected.- Difficulty Level: Librarian.- Planetary Council has been disabled due to a bug causing crashes.- No Colony Pods or Seabases can be built.- Intense Rivalry selected.- Blind Research selected.- Tech Stagnation is on.- Game is played in Editor mode due to a graphics bug in regular mode.Other Observations- Cities belonging to the 8th Faction can only produce one unit, called a Wraith. Trying to change production in cities belonging to the 8th Faction crashes the game.- Cities belonging to the 8th Faction do accrue ECs: these cannot be used to rush units, but can be used for probe actions.- The Headquarters building will need to be disabled in your alphax.txt file, otherwise you cannot kill the defenders within cities containing Headquarters buildings (the game won't allow units to be killed). Directions on how to do this are listed below.- A player playing as the 8th Faction cannot conquer other player's cities, and once a unit from the 8th Faction enters another player's city all adjacent 8th Faction units disappear. Workaround directions on how to a) kill other players cities, and b) how to replace your vanished units are listed below.- Sealurks and Isles of the Deep are equipped with the Marine Detachment, meaning they can commandeer units from other Factions.- Wraith units are amphibious, meaning they can attack from the sea.- You can negotiate peace with the other players, for what its worth.- Do not select the F1 - FX buttons, as this will crash the game.Directions on how to "conquer" a city and replace units which disappeared1. After destroying the last defender in a city take inventory of the units you have around the city, including morale level of each unit. Then invade the city with one of your units. Immediately all of your adjacent within two tiles will disappear from the map.2. Right-click on the map and place the cursor next to the city.3. Press Shift-F1, select "Player", then "Aliens", and choose "OK".4. Locate the Wraith in the menu and click on that entry: a Wraith unit will appear in the cursor-marked square.5. Invade the city with it, knocking the population down by one.6. Repeat steps 3-5 until the city disappears.7. Using the inventory you did in step 1, right-click on the map to place the cursor where needed to replace the first disappeared units.8. Press Shift-F1 and place the desired unit onto the selected tile.9. Referring to the morale of the unit as noted in step 1, right-click on the unit and select "Morale": choose the corresponding morale level from the value noted in step 1.10. Repeat steps 7-9 for all additional units which had disappeared.Directions on how to disable the Headquarters building1. Open a folder window, and go to the Firaxis Games/ Sid Meier's Alpha Centauri subdirectory.2. Open the alphax.txt file using Notepad.3. Locate the Headquarters entry, and update as follows:Headquarters, 5, 0, Disable, Disable, Efficiency4. Save the update.5. Once done playing this game, to re-enable the Headquarters building make the following change:Headquarters, 5, 0, None, Disable, EfficiencyDirections on playing the game1. Download the attached file, unzip, and place into your .../Firaxis Games/Sid Meier's Alpha Centauri/ saves subdirectory.2. Start Alien Crossfire, select "Load", and load HYKGOMP.SAV.3. Game will automatically start up with the 8th Faction, and in Scenario Editor mode. HYKGOMP
  11. The cancer that finally killed this forum? SO not interested. Feel free to share a link, though.
  12. Anyone here played the FreeMars fan game project? As a big fan of FreeCiv and FreeCol I’m shocked that I didn’t know about this game too! I grew up playing Sid Meier’s Colonization and the Mars scenario in Civilization 2 so someone combining these 2 things together into a standalone game is just a brilliant idea! Also has some slight Sid Meier’s Alpha Centauri influences there as well I think but it mostly feels like Sid Meier’s Colonization but on Mars! I stumbled across it a week or so ago as part of my ongoing search for Mars Scenario Mods (among many other cool mods) for all the Civilization games and thought I was seeing things lol! I downloaded it and tried it out and have been addictively playing it all day every day since (thankfully I’m holidays lol). Very impressive and it’s fully playable as I was able to complete the game however sadly it’s a bit unfinished as a number of missing features made it hard for me to enjoy the late game, but the early game was super fun! You get to choose between all these different sized Mars maps (or randomly generate your own) and can have up to 16 nations in the game all with their own interesting advantages. Mars appears to be partially terraformed in the game as there’s grassy plains and plantations of forests and giant mushrooms bread to survive there that you can harvest. Other than some useless swamps there’s no oceans so you’ll be using big space freighters instead of sailing ships that go into orbit and fly between Mars and Earth to trade goods. Instead of the usual Civ unknown village huts or Col lost cities offering random treasure to your scouts in FreeMars you get asteroid and crashed satellite debris appearing all over the map for you to pick up resources from, they’ll keep coming too so it’s good to have lots of scouts all over the map hunting for treasure lol. City managing is very very similar to Col except instead of dragging around little workers representing communities, you can instead allocate the communities themselves using slider bars (eg put 100 people on food harvesting and put 50 people in this factory etc) which feels strange at first but is actually pretty cool once you get used to it as it leads to more player customization and strategy, plus some parts can be automated to save time. Just like your greedy King in Colonization, Earth will keeping raising taxes and building up a expeditionary force to quell any uprisings so you’ll need to build your own army of futuristic soldiers and mechs to fight back when the time comes for independence! (makes me think of The Expanse tv show) Earth also sends you all these expansion based missions to keep you busy, which some might appear daunting but I didn’t have any trouble completing them way before their deadlines. As previously mentioned the game is unfinished but I was amazed by the lack of bugs I encountered as the game didn’t even crash once on me! The AIs will expand and build their empires however it doesn’t seem to attack, trade or interact with you in any way sadly. Also I’ve seen the dev post about a number of colony buildings yet to be implemented such as top tier energy and water production, and yeah boy are they needed. I had to rush to independence before my civ collapsed in on itself from too many people and not enough food and water lol. The war of independence was fun much like in Col as dropships will put Earth troops, mechs and tanks around your empire and you’ll have to fight them off to win the game! The game supports other win conditions too such as sending all your Mars rival nations to oblivion or achieving a certain amount of resources but obviously independence is the one all us Col players go for haha. As for extras there's no multiplayer that I can see sadly but just like FreeCol and FreeCiv it does come with a map editor which means someone could probably make a true mars map at some point as I've seen some good attempts at geographically correct ones made for Civ games over the years. The game hasn’t been worked on since late 2019 so hopefully it’s not dead. The sourceforge forum looks quiet too, so it would be sad if a game with such great potential and has come so far ends up abandoned due to lack of fan interest help and support. I might see if I can contact the author to see how it’s all going! Project site: Screenshots from my test game: Selecting my nation We have arrived! Trading with Earth Managing a colony My growing empire and Mars orbit view The war of independence rages on, I'm surrounded on all sides!
  13. Ooooh just heard about another MOO like project called Alliance of the Sacred Suns (that seems to have been doing public betas for years under the name Imperia5x) when I saw it's kickstarter campaign. Looks like an interesting attempt at being different from regular Master of Orion like 4x space strategy games by focusing more on you the emperor.. feels kinda of like a 'Dune - Padishah Emperor simulator' managing those pesky greedy disobedient houses haha! Planetary management looks interesting, those separated regional environments and developments remind me of MOO3. A simple thing but I also love how the planets moons just swing past the camera while you're managing the world. Haven't seen any space battle footage so I dunno how that's managed. It's kickstarter period is over half way through but it's not even at half funded which is a bit worrying. It's been worked on for many years and seems so far along so hopefully the project would survive a KS failure.
  14. lol.. for once a spammer did something useful.. cheers bot for bumping an 11 year old thread relating to a Civ2 mod I'd be very interested in as I'm after Master of Orion scenarios! Shame the download doesn't work.. I'll have to see if I can find it elsewhere!
  15. For anyone who's ever wished there was a opensource rebuild of Civilization 2, it turns out there is one! A talented member of the Civ community named Axx has worked on and off over the years on a Civ2 clone build and has recently been answering questions and posting links and pictures from his project here: Before anyone says it yes there's FreeCiv and C-Evo but they're not 1:1 Civ2 clones (that attempt to replicate everything Civ2 does). They're their own Civ games that have a bit of Civ2 feel to them but are written completely differently and contain bits from multiple Civ games as well as using their own unique features & ideas. Civ2's original source files were apparently lost in the downfall of Microprose, so it would be interesting to see what the fan community could do with an opensource Civ2 rebuild. Screenshots from his project:
  16. Excellent! I'd say post it here, and for CFC I'll give Petek the heads up and have him take care of it there (edit: and I'll see about getting it attached to the thread at Apolyton as well). Much thanx for your dedication on this! And I've added your name to the contributors to this project. D
  17. @Darsnan SCORE! In the end I didn't have to hunt down GeoModder as he found me over at the SMAC2 forum haha! He's kindly attached to his post a fresh copy of his scenario. Do you want to replace the broken one on your post here? Or would you rather I stick it on CFC?
  18. Big update as I widened my search to get help from more communities out there and had some AWESOME responses from people so many thanks to everyone who's contacted me publicly and privately! I'm also starting to look more at newer Civilization games (4-6) and finding some good stuff. Someone pointed out that I should include a The Elder Scrolls (Morrowind, Oblivion, Skyrim etc) section and gave me several Civ scenarios for it I'd never heard of! I'm a huge TES fan so how could I say no! People also gave me some Warcraft scenarios so yup, we've got a new Warcraft section on the list too, hell maybe I should look at Starcraft while I'm at it too lol! List updates... Civ2: Have added PaulHeron's Babylon 5 Modpack scenario to the list. Have added AltF18's Azeroth (Warcraft) scenario that axx told me about to the list. Have added EvilKnevil's Dune: The Battle for Arrakis scenario that axx told me about to the list. Have added NathanDawson's Battle For Adoij (Star Wars) scenario that axx told me about to the list (I actually already host it myself on my Star Wars scenario ModDB page but forgot lol!). Have added MarkusEklund's Death Star Attack (Star Wars) scenario that axx told me about to the list. Have added JoshAdams's The Battle of Endor (Star Wars) scenario to the list. Have added JaredKoger's Dominion (Star Trek) scenario that axx told me about to the list. Have added DirkWeber's ID4 The day of the Borg (Star Trek) scenario that axx told me about to the list. Have added Academia's The Age of Númenor (LOTR) scenario that axx told me about to the list. Have added CarlFritz's Darklord (LOTR) scenario that axx told me about to the list. Have added GabrieleQuaglia's Angmar - War in Arnor (LOTR) scenario that axx told me about to the list. Have added JoséMartinez's Señor de los Anillos (LOTR) scenario that ETTiNGRiNDER told me about to the list. Have added Shelly's The Martian Scenario scenario that axx told me about to the list. Have added John Ellis's Colonies III - The Struggle for Empire scenario to the list. Civ4: Have added the Fallout: Tame The Waste Modpack (built from FR) that LonelyLurker told me about to the list. Have added the Fury Road (Mad Max) Modpack that LonelyLurker told me about to the list. Have managed to obtain Dale's Age of Discovery scenario missing download file (thanks Dale & Solver at WePlayCiv) and preserve it on CFC. Modied existing mention of Firaxis Civ4 Colonization game to state that I'm giving it a seperate category in Colonization section (see below). Civ4Col: Have added the We The People Modpack (built from R&R) to the list. Have added the Religion And Revolution Modpack (built from TAC) to the list. Have added the The Authentic Colonization Modpack to the list. Have added the Colonization: 2071 Modpack to the list (in SMAC & Alien Col section). Civ5: Have added The Elder Scrolls BNW Modpack that Gez told me about to the list. Have added Spatzimaus's Alpha Centauri Modpack that Darsnan told me about to the list, however its download file is CURRENTLY MISSING so if anyone has it let me know and I'll put it on CFC! Have added mention of Firaxis Civ Beyond Earth game to state that I'm giving it a seperate category in SMAC section (see below). CivBE: Have added the Beyond Centauri (SMAC) Modpack that elektrizikekswerk told me about to the list. Have added The Unity Project (SMAC) Modpack that elektrizikekswerk told me about to the list. Civ6: Have added The Elder Scrolls Modpack that Gez told me about to the list. Have added the A Civ of Ice and Fire (GoT) Modpack that Damien told me about to the list. FreeCiv: Have added Azeroth scenario (not a total conversion scenario though) to the list. Have added Mars Terraformed scenario (not a total conversion scenario though) to the list. Have added The Americas scenario (not a total conversion scenario though) to the list. Have added Caribbean Colonization 1634 scenario (not a total conversion scenario though) to the list. AlphaC: Have added GeoModder's Mars Survivor scenario that Darsnan told me about to the list, however its download file is CURRENTLY MISSING so if anyone has it let me know and I'll put it on CFC! Have added mention of the SMAC repository that Darsnan told me about in the SMAC like scenarios (even though I'm technically looking for SMAC themed Civ scenarios) section too. .
  19. ahh yes.. I remember putting this forum into webarchive before and being disappointed. Most of the subforms and certainly all the threads and attachments weren't backed up. Such a shame. Cheers I'll chase those guys down at some point!
  20. Here is an old link to CGN: I believe several people have tried searches before and have had no success. The owner of CGN was a player named buster: you might be able to contact him via a message sent from apolyton, if you have an account there. Alternatively, vyeh was an Admin at CGN, and you may be able to contact him at Civfanatics. HTH, D
  21. Interesting! Although engineering something like that would be tough! Clear out the planet and then wait for your ally to 'feel like' attacking your enemy. Probably still get the bloody victory crash though. Does anyone know what the original website address was for Civgaming Networks? (eg an old link to it somewhere). I can put it into the internet archive wayback machine and see what was backed up. As for GeoModder.. I think I've found him at CivFinatics. Hasn't been on the site for a year but a PM might trigger an email that'll bring him back. Will give it a shot and if I can get a copy I'll get it hosted at CFC for you to link to in your library here.
  22. Yes, that was me. One other thing I've thought of regarding "getting the game to play right" is to initially pact you with one of the human Factions, and then allow that Faction to take the last human city - I wonder if that be a viable workaround for that end of game crash you were experiencing? Yeah that's gonna be tough. IIRC I followed up with some other people at the time and it appeared we all encountered the same problem that the source file was corrupted. And the site it came from (Civgaming Networks) no longer exists. You might try contacting the author (GeoModder) directly: not sure if he would respond, but its worth a shot. D
  23. Heh when I last visited I thought to myself "Darsnan.. why do I know that name?".. and now it's finally clicked. You made the playable Barbarians/Aliens scenario for me a while back haha! That's also going to be part of my video series with all the Civ stuff (turning into a multi year project lol). I've finally had a good look through your repository and sure enough I've found a Mars scenario however sadly there's no download, there's a just a message from you saying the forum wouldn't let you attach the file. Is it hosted elsewhere by any chance?
  24. Thanks man. All good if it takes a while, I'm not in a rush for Civ5 stuff anyway haha.
  25. I may still have Spatzimaus's mod on my computer - I'll give it a look when I get home (currently about 4,000 km from home, so it'll be awhile). D
  26. Wow thank you Darsnan! While I'm hunting for Civ mods with a SMAC theme I wasn't looking for mods for SMAC itself however I did think about doing that a while back when I saw a Mars mod (which is one of my search categories) on the AlphaC2 forum, but sadly they never released it. Couldn't seem to find any other good respository of SMAC mods, just simple maps. So thank you for that list, I'll have to have a good look and see if there's any mods for it that fit under my franchises of interest haha. Seriously playing Civ5 is still on my to do list, but I own it and plan to! Darn it looks like they took the files offline for the SMAC mod. That's a shame! Obliterating rare mod files is not good practice! I'll still give it a mention in my next update though.
  27. Heah Blake00, Featuring this for you so that more people will see this and hopefully help out with your project. As far as Alpha Centauri is concerned, the Alteri Centauri was a project started by Illuminatus (a.k.a. Jack Hawksmoor) that was meant to gather all the SMACX scenarios into one repository so that it was available to all. The original version is located here: I've been upkeeping it with additional scenarios as I find them, so it should be very comprehensive in that respect. As far as Civ5 mods for Alpha Centauri, I really enjoyed Spatzimaus's Alpha Centauri mod: I've got over 2,000 hours into Civ5, and almost exclusively I used that mod while playing. Unfortunately I'm pretty sure Spatzimaus didn't upkeep the mod against current patches or modpacks. HTH, D
  28. Hey guys, Been a active member over at CivFinatics and Poly for years now making mods and helping other modders with hosting issues etc. Just discovered this place and thought I'd better join up! Especially as I’m currently on the hunt for big Civilization game series total conversion scenarios which started with a focus on Civ2 & Civ3 (but am now expanding to Civ4, 5, 6 & spinoffs) relating to a whole bunch of my favourite fantasy & scifi movie/TV/gaming franchises. Been posting in a few Civ forums and getting great feedback, plus whenever someone has told me about an awesome scenario that’s disappeared over the years I’ve managed to track it down and bring it back from the dead to CivFinatics hosting, so helping me has helped the community. Hell in some rare cases I’ve even filled a gap by making the scenario myself haha! Anyway I figured it was finally time to hit some of the other communities out there for help too . Many have already been found so make sure you check my list link below BEFORE making suggestions to save yourself time & effort lol! At this stage I’m looking for Civ scenarios relating to Mars Colonization, Sid Meier's Alpha Centauri, Command & Conquer, Red Alert, Dune, Master of Magic, Sid Meier's Colonization, Master of Orion, Doom, Babylon 5, Star Trek, Star Wars, Stargate, Fallout, Lord of the Rings, Game of Thrones, The Elder Scrolls, Warcraft and Heroes of Might & Magic. If you can’t help me then maybe my list will still help you find something cool!
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