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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
Originally posted by DrSpike
Now now, don't let a topic worthy of discussion descend into a realism thread. Take it to the history forum.
Well I did bring up a game point regarding the idea. I think alot of people would be majorly peeved if they weren't allowed to attack a walled city until Construction. It would pretty much eliminate any early rush tactic.
I agree... it's why reality argument are not that usefull because basically making a wall would made your cities immune to any attack prior to construction.
I like the idea of siege weapons being an add-on to regular units.
Say once you have a castle or something in a city you can build a catapult unit which acts similarly to a great general. You add him to a unit providing it with a Catapult ability which grants bombard walls and bombard units, similar to the bomber (but of course far weaker). Maybe it also gives a few XP and some bonuses vs. fortified units. Only 1 catapult can be added per unit so now at least half your army needs to be normal units. Mounted, armored, sea and air units would not be legal targets for the catapult upgrade.
Trebs, cannons and artillery would be further upgrades which would replace earlier ones. Maybe there'd be a way to upgrade?
Anyway, I think it would fix a lot of the current siege weapon problems, and hopefully wouldn't be too hard for the AI to figure out.
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