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We know that stealing is always successful if there is no dip or spy inside the city (except diplomat trying to steal from a city where a tech has already been stolen ).
The main question left is the % of losses.
I suggest that our friend Ren should test that (for example with 10 diplomats, 10 spies and 10 vet spies stealing from one city with and without walls, which means no more than 60 attacks for a start).
OK, so what's the standard method of testing? Set up the test, then keep reloading and retrying (you suggest 10 retrys?), then work out the average success rate?
Basically yes. It's pretty dull to do, but with the results then you (or we ) can get much closer to working out a formula for the effect tested, and can increase our knowledge of the game.
Originally posted by La Fayette
I suggest that our friend Ren should test that (for example with 10 diplomats, 10 spies and 10 vet spies stealing from one city with and without walls, which means no more than 60 attacks for a start).
I think there are no probabilities with actions of dips, so you can test spies only.
Also I think you can test non-vets only, and if you will notice no difference with walls / without walls then I would suppose vets will behave similarly.
10 repetitions needn't be enough, 50 or 100 would be better.
I suggest to switch to cheat menu and for example to prepare 10 walled cities and 10 unwalled cities and to run this position 5 or 10 times.
We know that stealing is always successful if there is no dip or spy inside the city.
The table 5.1 in the main post says it needn't be successfull if it is a second theft from that city.
Originally posted by SlowThinker
I suggest to switch to cheat menu and for example to prepare 10 walled cities and 10 unwalled cities and to run this position 5 or 10 times.
So you're saying I should run the test on a few different cities rather than continually the same city (via reload) - or is your suggestion just a time saver?
Yes, it is, because the city terrain will not play a part in these tests. If you suspect it might, then just create an all-grassland map, but the position of the cities won't matter. Make sure all the cities have the same number of defenders though - this may have an effect.
Originally posted by Ren
So you're saying I should run the test on a few different cities rather than continually the same city (via reload) - or is your suggestion just a time saver?
Both. You can park 10 spies at a city, but I think you can't plant 10 nuclear devices for example. Also 2nd stolen tech goes differently...
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