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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Don't know if this is new.
Doing city barages and the text says a different % then the map display.
It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
RIP Tony Bogey & Baron O
If you're talking about city bombardment, that's probably another case of it being misunderstood and being shown non-obviously in the interface. The situation with this specific feature is a bit poor in this regard.
Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com I can kill you whenever I please... but not today. - The Cigarette Smoking Man
Yeah, that's the case. Fortunately when it gets to 0, they match.
It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
RIP Tony Bogey & Baron O
First i will report a bug, but i don't want to say the game suck or thing like that.
I like the game and i know that no software is bugfree... Even when you make a lot of test.
So here is my bug.
I was at war with Moctezuma and already taken half of it's empire. I decided to go for peace with him.
He proposed capitulation that fine with me as being the master allow me to have far less problem with culture for my new cities and also give me moctezuma vote at ONU without needing to capture the remaining cities.
The TURN after the 10 turn of piece was broken (I thinked it was unbreakable) and moctzuma decided that Chaka was a better master than me !!!
I really thinked that when a civ capitulate it can only be a free civ again if it's population is more than 50% of mine (false), it's territory is more than 50% of mine (false) or if he losed 50% or more of it's territory since it's capitulation.
None of thoses condition where valid... still Moctezuma stayed my vassal for ONE turn... And i was counting on him to vote for me at ONU.
Well i had to declare war again and take some chaka cities to finaly have enough ONU voices ...
Originally posted by Jaybe
I would prefer it if not all gunpowder units were immune to wall/castle effects. I would prefer just gunpowder "siege" be immune.
I agree with you. I don't see how a unit with just a rifle in his hand can do much against a Wall. In fact, I've removed that condition completely in my games in order to make Walls useful for the whole game, plus I've added the High Walls from the Greek scenario to add some extra bombard defence. I'm finding it too easy to reduce a cities defences, especially with Artillery. With just 4 or 5 of them I can bring it down to 0 with just 1 shot.
Has any brilliant Apolytonian figured out what could be the problem with my text displays? I really want to play this weekend, but if it's going to keep doing that I'd rather just shelve the game for now. I don't know why it would only happen on my computer.
Everything else seems to be working fine, though I've only finished a couple of games so far.
By the way, I finished first place in my last game that ended in 2050 and I still got a rating of "Dan Quayle". Of course, this was on Chieftain level, but still... That seems a little harsh considering I had the best city, most territory, largest army, highest technology, etc.
Originally posted by Willem
I agree with you. I don't see how a unit with just a rifle in his hand can do much against a Wall.
The point of the differance between gunpowder and non-gunpowder: Is that in history, most city walls became obsolete over time, because the city/town etc. expanded beyond the walls in times of peace.
The walls were therefore no longer maintained and in some cases pulled down to re-use the building materials.
In game, the introduction of gunpowder/rifling is just a useful staging point to reflect this.
Only a few places today have full city walls and if you consider the recent wars in the Balkans, they did not provide much protection to the inhabitants of the city.
"What if somebody gave a war and nobody came?" Allen Ginsberg
Also, riflemen armies (and other gunpowder units) have always had a few sappers in their midst, to try blowing up walls from underneath the defenders in the night. Using, well, gunpowder.
Yes that's all true in real life, but it makes Walls and Castles kind of useless to build in the game. Why bother if they're going to become obsolete anyway? I would prefer that they stayed relevant throughout.
However this whole discussion has nothing to do with bug reports.
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