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During a debate with Boco about an interface of his combat calculator I wrote the following table of combat exceptions.
I suppose that the Civ2 algorithm checks if all "Requirements for the effect" are true and then the "Effect" is applied. Blank cells are not checked at all.
Circumstance
Requirements for the effect
Effect
Note
Attacker
Defender
Defender's square
Entrenched
ground unit
entrenchment
DFx1.5
Superceded by Fortress and City Walls
Fortress
ground or naval unit
ground unit
Fortress
DFx2
Superceded by City Walls
City Wals
ground unit and no Howitzer flag
ground unit
City Walls
DFx3
Coastal Fortress
naval unit
Coastal Fortress
DFx2
SAM
air unit
SAM
DFx2
ignored if a non-missile attacks a fighter
SDI
missile
SDI
DFx2
DF x2 vs horse
"Horse" (HP=10, MF=2)
Pikemen flag
DFx1.5
Attacking partisans
Partisans
AF=0
AFx8
Shore bombardment
naval unit
ground unit
dFP=1 aFP=1
Ship caught in city
ground or air unit
naval unit
ground
dFP=1 aFPx2
DF x2 vs Air
air unit except Missile
Missile
AEGIS flag
DFx3
DFx5
Fighter scramble
air unit except Missile and Fighter
Fighter
Fighter
city
DFx4
DFx2
Fighter vs. Helicopter
Fighter
Helicopter
DFx0.5 dFP=1
abbreviations in the "effect" column: DF is a defender's defense factor AF is a attacker's attack factor MF is the "movement factor" - squares per turn dHP/aHP is defender's/attacker's hit points dFP/aFP is defender's/attacker's firepower
For clarification, fighters don't scramble against missiles, do they? I don't think I've ever had a cruise missile fired at one of my cities. Your table looks good. I agree with the idea that bonuses are applied only after the program checks criteria - some variation of if/then loops for each flag.
Originally posted by Marquis de Sodaq
For clarification, fighters don't scramble against missiles, do they? I don't think I've ever had a cruise missile fired at one of my cities.
I never tested missiles. I remember that civilopedia says that SAM works only against non-nuclear missiles...
Last edited by SlowThinker; October 3, 2001, 19:07.
Originally posted by Marquis de Sodaq
DaveV, see the discussion in the Credits link to the "Civfanatics combat odds discussion and testing." Tests do tend to favor the additive method. More test are always welcome, my summary changes with new discoveries, including debunking misnamed fact! In this case, the additive 50% matches tests, but a multiplicative 25% might give very similar results...
Why would rivered terrain be an exception to being multiplicative? Because it is not its own terrain type, per se. It is the sole terrain that must appear with another.
After some testing of my own, I have to agree with rivers being additive. I have edited my original post.
During a debate with Boco about an interface of his combat calculator I wrote the following table of combat exceptions.
...SlowThinker
Some debate...I don't think I've won a point yet.
SlowThinker, Henrik, and Marquis have helped me design a worksheet that makes the calculations listed in this forum and its precedents. Thanks to them a large number of bonehead errors have been corrected. It's not quite ready for public testing, but it's close.
Stupid question on Section 3.9 (Pearl Harbor): AFP doubling effect has been tested or mentioned in the manual? The DFP=1 I read about, but I missed the AFP adjustment.
SlowThinker, have you posted about your injury equation? If you have, forgive my lousy eyes. Excel VBA has ruined them.
A zip of a screen shot gif is attached (can't legibly shrink it to 600 pixels for a posted image). Suggestions are welcome.
SlowThinker, have you posted about your injury equation? If you have, forgive my lousy eyes. Excel VBA has ruined them.
I don't understand...Do you want to say you are not able to find my e-mail? Here it is:
It is valid for equal firepower and hitpoints (I missed this in my initial post) only, or equal number of wins that are needed to destroy an opponent. The idea of my equation is that if the winner wins 75% of battles (=probability of success Per Round) for example, then these 75% kills the 100% of opponent. Therefore 25% of defeats causes that 25/75=33% of the winner is killed.
Of course, if the number of wins that are needed to destroy an opponent is not equal, then the result must be adjusted: it must be multiplied by
RoundedUp(dHP/aFP) / RoundedUp(aHP/dFP)
dHP is defender's hit points etc.
then RoundedUp(dHP/aFP) is the number of attacker's wins that are needed to kill the defender
I hope there is not very much of errors in my reasoning.
Stupid question on Section 3.9 (Pearl Harbor): AFP doubling effect has been tested or mentioned in the manual?
My testing only.
Notes:
I would let the "All units" field blank. The user has to read it now, it retards.
Adjusted DF has "%" but terrain has "DF x". Should be unified. I vote for "DF x" intensively.
AF will be adjusted too now: Partisans.
Details: The "Basic modifiers"legend could be omitted, veterans could be in one row...
Don't forget your idea about hit points left. I would provide three outputs:
winner's hit points left
injury of winner(!, below 100%),
number of equal units of loser needed
Last edited by SlowThinker; October 3, 2001, 19:08.
Originally published by Boco
Fighter vs. Helicopter: Def FP = 1
But you are right! I tested it now: Helicopter's FP is pruned to 1.
One question remains: Is helicopter's DF halved or fighter's AF doubled? It would be hard testing, because we would have to check the 1/8 advantage for the defender...
But I vote for fighter's AF doubled: all factors are multiplied, none is divided in other cases. Your opinions?
Edit: this was solved, Boco suggested me to read the manual.
Last edited by SlowThinker; August 14, 2001, 13:27.
SlowThinker, I still have your email, but I felt that it was a valuable contribution that should be posted publicly. If you look closely at the screen shot, the average number of killed attackers and the injury to the first victorious attacker are listed. I'll edit it to include remaining hit points.
Regarding the helo, I simply went with the manual's description (DF/2). No testing, yet.
Still have a few more changes to make, but I think I can send a copy ~12h from now.[FONT=arial]
I verified that if a naval unit attacks an air unit on the ground square, then no unit have his firepower reduced to 1, i.e. no shore bombardment effect.
What naval unit(s) can attack an air unit? Bombers seem impervious to all non-fighter units unless in a city.
No matter where you go, there you are. - Buckaroo Banzai
"I played it [Civilization] for three months and then realised I hadn't done any work. In the end, I had to delete all the saved files and smash the CD." Iain Banks, author
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