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Originally posted by Platypus Rex
I have yet to cause collateral damage to units inside a city,
yet the AI does this with ease???
agreed with the re-breaking of air combat
but the rebaseing in a another AI city that you have open boarders with is a good thing
You sure you are doing the "attack units" option and not bombardment (reduce defence bonus of the city)?
Also, fighters don't do collateral damage, only bombers.
-Drachasor
"If there's a child on the south side of Chicago who can't read, that matters to me, even if it's not my child. If there's a senior citizen somewhere who can't pay for her prescription and has to choose between medicine and the rent, that makes my life poorer, even if it's not my grandmother. If there's an Arab American family being rounded up without benefit of an attorney or due process, that threatens my civil liberties. It's that fundamental belief -- I am my brother's keeper, I am my sister's keeper -- that makes this country work." - Barack Obama
agree that a series of air unit promotions could be easily implemented. I mean why not? It would be some of the same stuff
Increased accuracy
First Strike
Increased collateral damage
Also, it seems the graphics could be made to work a little bit better in the air combat. A lot of times the messages on the left side of the screen are not synched with the graphical events in the main window. You see that you lose a fighter in the text, then witness it. That sucks.
Also, it seems the graphics could be made to work a little bit better in the air combat. A lot of times the messages on the left side of the screen are not synched with the graphical events in the main window. You see that you lose a fighter in the text, then witness it. That sucks.
that's kinda like knowing the end result of combat if you have health bars turned on. The minute you attack, you immediately see who's bar drops to zero, hence the loser. After that, it's a show. I still like it though.
Of course, you can turn that off. But, even if it's off, seeing if your units xp goes up will tell the same thing.
I might mess with the xml (if I can figure it out) to make bombers do lethal damage again.
Someone in "planes vs. ships" thread said that they think the xml file has a "max. damage percentage modifier" for these units.
might try to boost it to 100%
While there might be a physics engine that applies to the jugs, I doubt that an entire engine was written specifically for the funbags. - Cyclotron - debating the pressing issue of boobies in games.
Actually, you know the result of combat instantly even without the healthbar. The unit info display on the left side will show your unit's health and experience post-combat. So if your health doesn't go to 0.0 and you gain experience, you know you'll win. If it does go to 0.0, you're toast.
yes, I mentioned the xp. Does anyone find this bad? I don't mind it, but it is a departure from the gradual health bar depletion.
While there might be a physics engine that applies to the jugs, I doubt that an entire engine was written specifically for the funbags. - Cyclotron - debating the pressing issue of boobies in games.
Originally posted by Boris Godunov
Actually, you know the result of combat instantly even without the healthbar. The unit info display on the left side will show your unit's health and experience post-combat. So if your health doesn't go to 0.0 and you gain experience, you know you'll win. If it does go to 0.0, you're toast.
Yes, I try not to look there during the combat section. For some reason, I enjoy watching the graphics show over and over again. I keep rooting for that last guy to swing first...or duck...they never duck
Yes, I try not to look there during the combat section. For some reason, I enjoy watching the graphics show over and over again. I keep rooting for that last guy to swing first...or duck...they never duck
I do the same thing. I never even noticed any combat section.
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