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  4. UPDATES: My catalogging of lost Civ2 website backups continues and I managed to find a site called SciFilization which specialised in Scifi Civ2 Scenarios and was hosted at Sidgames giving it it's own download file hosting that had the Starcraft scenario and 2 of the 3 Dune scenarios! But yeah.. once again downloads not backed up by Webarchive.. so close but so far.. especially as I used to be a member of the sidgames forums back in 1999 and chatted a couple of times with it's 'infamous' owner Whistler. https://web.archive.org/web/20000903074847/http://scifi.sidgames.com/other.cfm I also notice both this site and Dustin's have a Dawn of the Dead scenario too that is apparently a full total conversion zombie survival scenario set in the US where you have a small by powerful force surviving against a huge hoard of zombies. No sign of its files in Poly backups, here at CFC (other than some forums posts where people talk about how great it is) or anywhere else so that's another cool one I'll have to chalk in as lost forever too. https://web.archive.org/web/20021116191412/http://dsquared.fiwh.com/civ2/scenlist/d/d.php https://web.archive.org/web/20000903074949/http://scifi.sidgames.com/genscifi.cfm https://web.archive.org/web/20000525094702/http://www.geocities.com/TimesSquare/Chamber/1550/Previews/daydead.html And finally I also spoke to Elok over at Poly, he confirmed he did indeed have the Final Fantasy 4 modpack but that the computer died so his copy was lost long ago. So yup.. I think that's it for these ones unless someone comes forward on one of the forums I've posted about them at. You win some you lose some haha! EDIT: There's also a few more rare scenarios I've found on an old German Civilization 2 website called Civ 2 Paradise by Willi Gross: - A German Babylon 5 scenario (so presumably different to the 2 English ones I know of) - A English Star Wars - The Dagobah System scenario - A English Orion - Alpha Centauri scenario - A English Alpha scenario (no description but possibly just the regular Alpha Centuari scenario also on Apolyton). Considering these seem to only be on a German Civ2 site there's even less chance of finding them lol. But I've created a thread over on the German Civ2 forums about these just in case and will leave it at that. .
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  6. Some of you may know of Seravy's Caster of Magic mod for good old 1994 DOS classic 4x TBS Master of Magic. Well he's painstakingly rebuilt CoM in a new windows based engine and it's been officially released on Steam, GoG & Slitherine's own store a few days ago! Still 320x200 stretched sadly but there's heaps of improvements eg a gazillion bug fixes & balance changes, super smart AI opponents, more spells, more buildings, more advanced game modes & options, and best of all NO MORE 5 PLAYER LIMIT!! So umm 14 Wizards going at it in one game? Yes please! https://store.steampowered.com/app/1557960/Master_of_Magic_Caster_of_Magic_for_Windows/ I know some people aren't huge fans of CoM's changes but maybe Slitherine will take Seravy's new engine source and do a 'MoM for Windows' one day too. Probably wishful thinking but you never know! Familiar but not quite the same 14 Wizard carnage incoming Cool new options Looks the same but apparently the new combat AI is naaaasty
  7. I guess it's time to finally show my Red Alert project I've been mentioning! All the skills I've learned making the Heroes of Might & Magic and Command & Conquer scenarios above is now being put into the hardest scenario I have ever attempted! A Red Alert 2 Siege of New York scenario where you'll be battling it out in city streets between huge sky scrapers.. and yes I know I'm crazy as that's totally something the Civ2 engine wasn't built for hahaha! No new HoMM2 scenario dev diaries atm but there will be one soon as I'm about to do final testing. Here are the first 3 dev diaries on the Red Alert 2 Siege of New York scenario. Disclaimer - Hopefully the final product will be waaaaay better than all these WIP test shots but I gotta start somewhere haha. In this first dev diary we look at experimenting with Civ2's terrain limits & using some sneaky tricks to begin creating a Red Alert 2 style city map with Liberty island, bridges and buildings. RA2 Dev Diary 01 - Liberty Island, Bridges & Buildings in the Civilization 2 - Red Alert 2 Scenario https://www.moddb.com/mods/civilization-2-red-alert-2-siege-of-new-york-scenario/news/liberty-island-bridges-buildings . In the second dev diary we look at adding bigger buildings, Command centers with walls, and lots of other nice decoration trying to push Civ2's terrain limits. RA2 Dev Diary 02 - Bigger Buildings & More Decoration in the Civilization 2 - Red Alert 2 Scenario https://www.moddb.com/mods/civilization-2-red-alert-2-siege-of-new-york-scenario/news/bigger-buildings-more-decoration . In the third dev diary we look at adding special fun buildings like the McBurger Kong and Petrol Station, while overhauling all previously made small buildings to much better quality. RA2 Dev Diary 03 - McBurger Kong & Better Quality Buildings in the Civilization 2 - Red Alert 2 Scenario https://www.moddb.com/mods/civilization-2-red-alert-2-siege-of-new-york-scenario/news/mcburger-kong-better-buildings .
  8. UPDATES: Found another copy of Dune - Pour L'epice! by N.Chautru posted on a French Civ2 site I found during my ongoing Civ2 lost websites search but surprise surprise.. download failed there too lol. https://web.archive.org/web/20010422045027/http://www.multimania.com/meuh/civ2/scenar/sf.htm Posted around lots of Civ forums and social media groups about these 5 scenarios but am not holding my breath of course. I did get a couple of leads of interest though.. Spoke with Apolyton & WPC host Solver who's always super helpful with my ongoing rescue work and he went through his archives and confirmed that these files never made their way to Poly's servers sadly.. however he then went above and beyond and managed to locate a very old archived conversation over at Poly about Frank's FF4 mod for Civ2: https://apolyton.net/forum/miscellaneous/archives/scenario-league-civ2-creation-archive/98022-final-fantasy-scenario In that thread a member named Elok also talks about making his own FF mod for Civ2 (great.. now there's possibly friggin 3 FF scenarios out there I can't find now lol). So I did a search for any FF posts by Elok and that lead to some other discussions where once again Franks mod was discussed and even CFC's resident guru modder techumseh also posted a link to Frank's FF mod too (ironically calling the mod ancient even back then haha). https://apolyton.net/forum/miscellaneous/archives/scenario-league-civ2-creation-archive/92957-ff-scenario-a-survey-for-interest I can see Elok is still active at Poly so I've PM'd him and crossed my fingers. As he seems like a huge FF fan like I am, so hopefully he still has a copy of his FF mod, Franks FF mod or Jomb's FF mod! Tagged techumseh as CFC too, but am not holding my breath of them still having these. If anyone here grabbed a copy of these scenarios all those years ago and it's laying around on a drive somewhere of if you know of a way to reach DSquared Dustin Dunn let me know! .
  9. Here we go.. not too bad for 2 hours work lol. I took the burnt forests from the Apocalypse scenario, darker swamp from Eivind’s Colonialism scenario, and replaced the jungle with the rotting swamp (as it looks kinda burnt) from Test of Time. Used some old paint shop pro 7 darkness and moonlight filters on all terrain and then converted back to Civ2's colour palette. Also played around with a few of the units to make them darker and fit in better (eg ships). Replaced the default modern cities with some eerie ones called ‘Dark Metropolis’ from Harlan Tompsons city collection but grayed our their big brown walls. Also applied the darkening and moonlight to the cities file to ensure faction colours, flags, and fortifications don't look too bright against the night world. Replaced the dimond/cell flashing selector cursor with the MOO Jr scanning one as it fits a terminator scenario perfectly haha. Looks more like that post apocalypse ash covered night world now that we loved seeing in the films. No doubt someone could convert it to ToT and do even more amazing things but I'm happy with this.. Might fix up his sound files too as he made some cool ones but only allocated them to like 3 units resulting in most making default civ2 ancient world (eg sword fighting) sounds still. Then I can call it a day on this 'mini project' lol.
  10. Another interesting find was a Terminator Future War scenario! Just like Deadworld this is another 1997 file in the Apolyton file archives for their predecessor site The Ultimate Civilization 2 Site that I've not see anywhere else. It's archived download is here: https://web.archive.org/web/19980421024425/http://civ2.gamestats.com/modpacks/terminat.zip A scenario set in the Skynet triggered apocalypse future is such a cool idea (I'm surprise there aren't more Terminator scenarios for Civ2 out there considering how many other franchises have been covered), especially as it's been made as a world wide surviving human nations versus Skynet scenario so hat's off to it's creator Paul Heron. However this must have been one of his earliest projects as while he went on to do some pretty cool total conversion scenarios in later years you can see clear as day in the screenshot below that this scenario is let down by a lack of custom terrain. I can see that Paul brought across the terrain1.gif file from the old Microprose Apocalypse scenario which didn't really change much other than the desert, plains & pollution cells. Curiously he didn't take their terrain2.gif file which changed all the forests to burnt out versions which would have helped a lot lol! Once again I don't have time to take on another whole scenario remaster project but I reckon with only 1-2 hours I can massively improve this (just for fun).. I'm thinking replace the forests, swamps and jungles with burned out stuff, darken everything to give a night feel (just like the future war sequences in Terminator films), and also grey/ash out everything to give that nuclear winter feel too. I bet I can find a way better custom ruined city design too. I'll go have a play...
  11. Hey guys, As I close in on the end of my Civ 2 total conversion scenario/mod treasure hunts and site archive searches for good stuff to showcase in my Civ video series I've come across some cool stuff including something very old and probably very lost that was incomplete yet I just couldn't throw it in the trash as there was something special and unique about it. It's a 1997 modpack zip called "Dedworld" that I found it in the Apolyton file archives for their predecessor site The Ultimate Civilization 2 Site. It's archived download is here: https://web.archive.org/web/19980421024425/http://civ2.gamestats.com/modpacks/dedworld.zip There's no info on the Apolyton or UC2 pages where it's accessed and there's very little documentation inside the zip. In a weird renamed rules file it says mods done by "Luka Rejec & co" so I guess that's the author since in a very small credits txt file it does not specify the creator and merely thanks some sources ie it thanks Mike Kennedy for sound files (which are missing lol), Jeff Head for highways and monorails, and Micheal McCart's Allterrain.gif file for rivers and coasts. Presumably the rest of the terrain was then made by the author and it looks great! Nothing mind blowing of course but pretty darn good as far as classic Civ2 alien world terrains go. I've seen thousands of scenarios & mods now including many alien world ones and I cannot recall seeing this terrain set before so that makes it quite unique. There's no scenario file but it does include a map called Iapetus, which is a moon of Saturn. Which makes sense as the map and his terrain does match the surface style and colours of the real rocky & ashy Iapetus world! The author renamed a handful of techs and units but sadly there are no actual custom units or city graphics so you're literally just walking about on an alien world with half naked warriors in thatched huts lol. His renamed rules file is broken too and it took me friggin half an hour to find and fix the problems lol. Perhaps the lack of great content to go with the terrain and the bugs rendering it unplayable plus the closing of the old Ultimate Civ2 site when it merged into Apolyton is why his modpack and terrain just disappeared seemingly to never be played or even used by anyone else in their scenarios. This terrain set and map is too damn cool to disappear and it's half a miracle I even clicked on it as I was actually browsing in those archives looking for other stuff lol. So I figured I'd fix it up, convert to a scenario, and stick it on CFC to preserve it properly. However I don't have time to go and add yet another new scenario project to my list of unfinished ones so I figured the quickest easiest way was to just merge the classic Microprose Mars Now! scenarios sounds, units, buildings and techs with this one as they fit together perfectly! I kept his nations and rulers though (think I saw Pamela Anderson somewhere in there ) plus his terrain names too of course. I also used the above picture of Iapetus as a title.gif file and saved my test game as a scenario file. Figured I'd call it "Deadworld Reborn" haha. It's pretty much ready to go.. my only query preventing me from releasing is that I notice there's no water whatsoever on his map which is accurate lol, but I'm worried will cause issues. I can easily slap a patch of irrigation down next to all starting cities to solve one of them however I'm more worried about pirate ships. If you're playing on a map with no water whatsoever does civ2 crash when it tries to summon pirates? I know I've read that somewhere but might just be thinking of Civ1 custom maps. If there's any Civ2 guru's left here can ya let me know if that's a legit issue or not that would be great thanks. Otherwise I'll just release it now as is! EDIT: I guess setting the Barbs to villages only is another idea to stop sea pirates if needed although I'd prefer to leave Barbs on.
  12. omg there's ANOTHER FF scenario called Final Fantasy Civ by Jomb on dustin's website (about 5 or so down on this page).. https://web.archive.org/web/20030829214038/http://dsquared.fiwh.com/civ2/scenlist/f/f.php total conversion again with awesome imported graphics except this time it's from the classic NES era instead of SNES.. once again no luck lol.. it links to authors page where there's NO webarchive backup of the download... this is torture lol!
  13. I wonder what happened to Dustin Dunn / DSquared .. his Civ2 site was huuuuge.. is gonna take me a while to finish going through all his pages. Such a shame none of his stuff got backed up! ah man.. there's also 3 Dune scenarios on his site that appear to be different from the Dune scenario I've found elsewhere and already know about. Sands of Dune by James Dahl Dune - Pour L'epice! by N.Chautru The Battle for Arrakis 1.0 by Isaac Ashdown They're about 3/4 down this page: https://web.archive.org/web/20030829213113/http://dsquared.fiwh.com/civ2/scenlist/d/d.php No screenshots (other than those maps) and wow.. no luck.. Dustin links to the authors homepages.. I find their backups and go to their downloads sections and while some of the other downloads work fine but the dune ones fail.. coooommmoooon... give me something universe haha
  14. It's a cruel world lol.. There probably isn't a hope in hell that anyone will have these but I'll try anyway... I'm in the middle of a Civ2 website search side project as part of my bigger scenario hunting work to feature in a video series I located a webarchive backup of an old Civ2 website called The Zandanian League by DSquared (it was also described as 'Dustin Dunn's Civ2 Site' in the link to it). This long lost site hosted a number of scenarios not found in any other repository I've searched through. Some of them relate to topics of great interest to me! I'm a huge Final Fantasy fan especially the retro SNES/Super Nintendo ones and so I've been keeping an eye out for Civilization 2 scenarios based on it. Other than a vanilla Civ2 scenario with no changed graphics or sounds I'd found nothing in all the big repositories I've searched through. Yet on this site sits a full total conversion Final Fantasy 4 (2 in US) modpack for Civ2 by a fellow named Frank Johnson. As you can see in the surviving picture the trees, grass and hills are taken directly from the original game as well as the units and even the friggin cities are built from castles and villages you'd find on the world map. But of course this modpacks main download and 4 sound downloads were not backed up by webarchive.. such a shame that something this cool is likely lost forever.. . Then just as I'm reeling from that painful discovery I then visit his scenarios section to find that there is a Starcraft scenarios called Starcraft Terran War by aland007. I'm also a big Starcraft fan and have been hunting for any scenarios or modpacks related to it and was surprised to find none considering it's a late 90s game with 2.5D isometric graphics that would convert in pretty well. Now sure enough it appears someone did.. and of course the bloody download for that is not backed up either lol. Even the screenshot wasn't backed up so I don't know how good it is, however the site describes it as having "new graphics". I don't suppose by some flukey chance that someone here has these? I notice there are emails for these guys posted.. long shot after 20 years but I guess it's worth a shot to email them and see what happens.. but yeah.. not holding my breath!
  15. After months working on the huge Heroes of Might & Magic 2 Civ2 scenario I decided to turn my attention over to one of my other favourite franchises for some more fun Civ2 scenarios, the Command & Conquer and Red Alert universe! I started coming up with some pretty crazy ideas for huge Red Alert 2 Siege of New York scenario where you’ll be battling it out in city streets between huge sky scrapers however despite learning a lot from working on the HoMM2 scenario I wasn’t quite game enough to start that just yet. I’d also been thinking about a dark and moody scenario set in the C&C Tiberium universe and noticed that a fellow named Wonx2150 had already made a scenario in that universe but just hadn’t really done any proper graphics for it so I decided to take the easier route and remaster his scenario first to build up more experience before taking on the big Red Alert 2 scenario. I created a ModDB page for the C&C project and have made a few dev diaries covering stages of development similar to the HoMM2 mod ones. Stay tuned for dev diaries for the Red Alert 2 scenario here in the future too! In this first dev diary I look at changing Civ2’s terrain and cities to look like C&C2 as well as importing some cool new units. C&C Dev Diary 01 - New terrain & units for the Civilization 2 - Command & Conquer Scenario https://www.moddb.com/mods/civilization-2-command-conquer-scenario/news/new-terrain-units . In the second dev diary I ask for some fan input and finish off importing all the new C&C unit graphics. C&C Dev Diary 02 – Finishing all terrain & units for the Civilization 2 – Command & Conquer Scenario: https://www.moddb.com/mods/civilization-2-command-conquer-scenario/news/finishing-all-terrain-units .
  16. To finish catching up here's the next 3 Civilization 2 - Heroes of Might & Magic 2 mod dev diaries made over the last few months... In the fourth dev diary we look at changing Civ2’s throne room with a HoMM2 castle jigsaw while completely replacing the title screen plus intro, diplomacy herald and wonder videos with cool HoMM2 content. HoMM2 Dev Diary 04 – New Throne Room, Intro, Dip & Wonder Videos For The Civ2 Heroes Of Might & Magic 2 Mod: https://www.moddb.com/mods/civilization-2-heroes-of-might-and-magic-2-mod/news/new-throne-room-intro-dip-wonder-vids . In the fifth dev diary we look at adding new HoMM2 themed victory and death sequences plus custom city screen backgrounds. HoMM2 Dev Diary 05 – Creating Victory/Death & City Backgrounds For The Civ2 Heroes Of Might & Magic 2 Mod: https://www.moddb.com/mods/civilization-2-heroes-of-might-and-magic-2-mod/news/creating-victory-death-city-backgrounds . In the sixth dev diary we answer fan demands to show units while also showing off all city buildings and some small touch-ups to the city sky view. HoMM2 Dev Diary 06 – Heroes, Units & City Buildings In The Civ2 Heroes Of Might & Magic 2 Mod: https://www.moddb.com/mods/civilization-2-heroes-of-might-and-magic-2-mod/news/heroes-units-city-buildings .
  17. Hey guys While I usually post about other peoples cool Civ mods and indie projects etc that interest me I figured I'd also start a thread about the stuff I'm working on these days... Back in the 90s I used to muck around with Doom 2 and Civilization 2 modding but never finished any of my projects. Well in recent years I've been getting back into it (call it can early midlife crisis lol) and released a GZDoom enhanced version of my old Star Trek Doom level and also a new Quest for Glory IV - 3D Hexen mod too. Much to my surprise both got a lot of media attention with the QFG4-3D one in particular getting coverage on Rock Paper Shotgun and in PC Gamer Magazine which was awesome. The great response inspired me to also get back into my old Civilization 2 editing as well (also 20 years too late lol). So over the last year or so I've been playing a lot of classic Civilization series and related games (eg Civ1,2,3, Colonization, Master of Magic, Alpha Centauri, Call To Power etc) and I returned to working on my 20 year old Star Wars Civ 2 scenario and also started a bunch of new projects with some other talented Civ2 modders. Figured I may as well post about my projects in a thread here for passers by to either enjoy or ignore the nostalgia lol. I'll start with my Civilization 2 Heroes Of Might & Magic 2 scenario I'm working with someone else as this really helped me get back into Civ2 modding as the guy helping me taught me a lot of new tricks! My Star Wars, C&C, Red Alert and Master of Magic scenarios will come later! This project is a total conversion Heroes of Might & Magic 2 scenario for the Multiplayer Gold Edition (MGE) of Sid Meier's Civilization II created by myself and MetroPolis. It was Inspired by Tom2050's amazing HoMM3 mod for Civ3 the goal is to create the most HoMM2 like experience within the limitations of the old Civ2 engine. In the first dev diary we look at importing HoMM2 castle/city graphics into Civ2. HoMM2 Dev Diary 01 - Creating Cities For The Civilization 2 Heroes Of Might & Magic 2 Mod: https://www.moddb.com/mods/civilization-2-heroes-of-might-and-magic-2-mod/news/creating-cities . In this second dev diary we look at ‘HoMMafying’ all those Civ 2 advisor, city and event screens. HoMM2 Dev Diary 02 - Creating Nice Backgrounds For The Civ2 Heroes Of Might & Magic 2 Mod: https://www.moddb.com/mods/civilization-2-heroes-of-might-and-magic-2-mod/news/creating-backgrounds . In the third dev diary we look at changing Civ2’s leader portraits used for diplomacy with HoMM2 heroes and make a bold attempt at replacing Civ2’s original wonder videos. HoMM2 Dev Diary 03 - Creating Custom Leaders & Wonder Vids For The Civ2 Heroes Of Might & Magic 2 Mod: https://www.moddb.com/mods/civilization-2-heroes-of-might-and-magic-2-mod/news/creating-leaders-wonders .
  18. 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: https://apolyton.net/forum/miscellaneous/old-timers-home. -And spread the word.
  19. 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:
  20. -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.
  21. 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! Sid_n_Me.zip
  22. 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 Sea.zip
  23. 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. X.zip
  24. 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 2217.zip
  25. The cancer that finally killed this forum? SO not interested. Feel free to share a link, though.
  26. 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: https://sourceforge.net/projects/freemars/ 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!
  27. 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. https://www.youtube.com/watch?v=l7_Tt9YAZ7E
  28. 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!
  29. 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: https://forums.civfanatics.com/threads/making-a-clone-of-civ-ii.649543/page-3#post-15983617 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:
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