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I'd like to take this mod and incorporate it into mine. Any problems with that? I'll credit ya and this thread, obviously.
However, I'm concerned about how the AI is handling this change. I've never seen the A build a fort and the *attack* bonuses for forts (+20) total make them ideal staging ground to really hammer at the AI mecilessly... I like the visibility ideas.
I'm not sure how the AI'll handle it either. I don't know if the reason it didn't build forts was because it didn't know to, or if it considered them useless.
I'm not sure that forts are quite so useful as you suggest, however. Certainly if your culture expands right to a city's doorstep, it can help a fair amount. But being limited to building it on your culture means that it's primarily a defensive tool. Or so it seems to me.
I always thought CivII ZOC was overpowered, especially since you could use it more efficiently than the AI. The suggestions in this thread are creative alternatives.
How about a fort mod that models supply-line interruption? A manned fort could inflict end-of-turn damage to nearby invading enemy units (units of an at-war civ that are within your borders) and/or further reduce their healing rate.
An extension: one could search at end of turn for a supply-line path for invading units (overseas invasions could be problematic here). The path would need to avoid defending cities and manned defending forts. Third parties granting open borders to the attacker could provide additional entry points for the supply line. Enemy-occupied squares would be immune to supply-line interruption. Units without supply lines take damage.
Switched to the inheritance model that dplaisted suggested - if you are using this mod in your own mod, it should be much easier to apply. I highly recommend switching your mod to this system.
I downgraded the bonuses, as people suggested there were overpowered.
I also fixed a translation problem with the Italian text (blame google ).
And finally, I fixed a bug that upgraded units in Forts when anyone got the prerequisite techs.
Originally posted by Bhruic
Ok, I upped a new version.
Changes:
I downgraded the bonuses, as people suggested there were overpowered.
Found a "bug" or Typ-O. Whichever you prefer
The 10% strength is not under Fort1, but under Fort2. So either you have your description in the first post wrong (typo), or ya mixed it up in the promotions file (bug-O ).
What I think forts (or possibly Castles) need is to be given the ZONE OF CONTROL, it fits perfectly with how they actualy worked and alows a chain of forts one ever third space to essentialy create a Magino Line that oposing units cant cross without attacking the forts. Such an ability might even be so powerfull that cost of forts would need to rise.
EDIT: Oh I see someone already came up with this but it dosn't seem to be implementable. Perhaps a watered down ZOC can be done. Terrain has a movment cost Value that determines how expensive it is to enter. Forts could cause the 8 plots around them to be High cost for enemy ground Units so all units are able to move only 1 space at a time regardless of other movment bonus. This would mean a minimum of 3 turns to cross a Line of Forts, definatly a usefull span of time to rally the defenders. On and ofcorse the bonus aplies only if the fort is Ocupied.
On a related note their needs to be some kind of AirDefence (SAM Site??) improvment in the late game (Rocketry??) that acts to defend you from air attack. My thinking is something like this, if an Air Unit tries to bomb units or improvments in a plot that borders a SAM Site then a temporary Sam Unit is spawned, it would be more powerfull then thouse SAM infantry guys and have a high Intercept chance mybe 60%. If they succesfully Intercept but loss in combat the SAM improvment is removed, in any event the temporary Unit is removed after combat. When land units move through the territory the SAM sites do nothing as their just inert improvments.
Oh and Air Units could get access to a Promotion that gives them a bonus against these things "Penatrator" perhaps.
Last edited by Impaler[WrG]; November 27, 2005, 16:43.
Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche
Damn. Now I’m going to have to look into how to work on this stuff. (Sounds like fun.)
My thought about ZoC:
Could you perhaps take a cue from the road system? I don’t know where that’s attached (if it’s attached to units, somehow, that could fail miserably), but it seems like it might map pretty well, especially since it seems like all units can always move at least one space. (And, on top of that, roads can coexist with any land terrain, feature, or enhancement.)
So, apply a terrain enhancement like an inverse road on all of the terrain around the fort while the fort is occupied (or heck, even when it’s not—esp. if you can make the fort count as a military “unit” all on its own for upkeep purposes.) Roads can give a bonus to friendlies but not enemies, so this ZoC feature ought to be able to give a penalty to enemies but not to friendlies. For added bonus points, make this penalty apply only to units up to a certain tech level—after that, vehicles will be getting them around too fast for the fort to be able to exert useful force.
ANYway, sorry... way too many suggestions for somebody else’s mod. Guess I’ll look into it myself. (But do feel free to steal any ideas from the above, since I don’t have as much time to play with this as I’d like.)
Originally posted by Impaler[WrG]
Terrain has a movment cost Value that determines how expensive it is to enter. Forts could cause the 8 plots around them to be High cost for enemy ground Units so all units are able to move only 1 space at a time regardless of other movment bonus. This would mean a minimum of 3 turns to cross a Line of Forts, definatly a usefull span of time to rally the defenders. On and ofcorse the bonus aplies only if the fort is Ocupied.
That would only slow down units with multiple MPs. A lot of units only move 1 square anyway, so this wouldn't have a huge impact.
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