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Originally posted by William Keenan
or the square has the airbase improvement built on it.
This has been added. Thanks for noticing that is was missing!
Originally posted by William Keenan
Ground units with the Fighter Flag can attack air units...
Sea units with the Fighter Flag can attack air units...
Any sea domain unit with the AEGIS Flag gains these bonuses.
I've left out many possible situations that diverge from the standard rules. The flags from rules.txt are explained in sec. 3.
(edited)
SDI doubles defense against missile units.
SDI and SAM combine to quadrurple defence againts missile units.
Fighters do NOT scramble to defend against missles.
I attach the file with my remaining notes that I picked from both Info: combat threads (Civ2: Strategy and Civ2: General).
(I have an old version of MSOffice and so I use a rtf format)
My sugestions are red, you may ignore blue text (I want to verify or test it in the future).
You should publish in the start of the thread that the newest version is attached to some recent post (I suppose you don't want to preserve two versions- the attached file and the starting posts).
Edit: this attachment wasn't changed. The reply to combat version 1.1 is in post 64
Originally posted by William Keenan in post 46
Additionally, units in a city with the SDI improvement gain a +50% defensive bonus against missile attacks.
This is false (2x defense is right).
Originally posted by William Keenan in post 55
SDI doubles defense against missile units.
SDI and SAM combine to quadrurple defence againts missile units.
Fighters do NOT scramble to defend against missles.
This is true.
To be unexpurgated SAM itself doubles the defense strength against missiles.
Originally posted by William Keenan
Units with the fighter flag do not gain the defensive bonus from the SAM improvement.
I examined it with missiles now:
The statement is valid for non-missiles only.
Originally posted by William Keenan in post 46
Can attack air units (fighter flag): Allows a unit of any domain to attack air units.
No, this is not correct.
The fighter flag allows a unit of any domain to attack bombers.
Originally posted by William Keenan in post 46
A unit of any domain with the fighter flag stationed in a city that is attacked by any unit with an air domain scrambles, gaining a +300% defense bonus.
The fighter must be an air unit (See my post 40).
The Civ message claims that the fighter scrambles, but it is false in this case.
Last edited by SlowThinker; October 4, 2001, 18:00.
ST, I've updated the document to version 1.1, incorporating your and others' comments. It is in the posts at the top of this page (3). I plan to submit it to MarkG for addition to the Apolyton collection. You ought to do the same with the Diplo/Spy thread. I'll send it over to Civfanatics, too.
The first President of the first Apolyton Democracy Game (CivII, that is)
The gift of speech is given to many,
intelligence to few.
Originally posted by William Keenan in post 46
Can attack air units (fighter flag): Allows a unit of any domain to attack air units.
Originally posted by SlowThinker
No, this is not correct.
The fighter flag allows a unit of any domain to attack bombers.
I agree with all of SlowThinker's findings except this one. Units can attack fighters but do not normally get the opportunity to do so because of movement rules, which has nothing to do with the flag itself.
I attach new comments. Completely new suggestions are in yellow. I keep old suggestion that were not included: please explain your reasons. Especially for "can attack air" flag.
Originally posted by Marquis de Sodaq
I plan to submit it to MarkG for addition to the Apolyton collection.
I have a feeling there are not links but full documents... You wan't be able to edit it.
"Bombers" (i.e. units that can by attacked by fighters only) are air units with range>1.
Some additions to section 5 (a new Attacking cities section?):
A city can be captured (OK, sacked ) if there is no enemy unit inside (including units with 0 defense). Only following units can do it:
1) any ground unit except a Dip/Spy and a Caravan/Freight
2) any air unit with range 0 (helicopters)
The unit may capture from both ground and sea squares.
City improvements are divided into three groups:
Group A: Temple, Courthouse, Cathedral, Hydro Plant.
Group B: Barracks, Library, City Walls, Bank, University, Colosseum, Manufacturing Plant, Recycling Center, Stock Exchange, Supermarket, Research Lab, Coastal Fortress, Harbor, Airport, Port Facility.
Group C: Granary, MarketPlace, Aqueduct, Mass Transit, Factory, SDI Defense, Power Plant, Nuclear Plant, Sewer System, Superhighways, SAM Missile Battery, Solar Plant, Offshore Platform, Police Station.
(It looks that items in group A are choosed firmly and group B and C holds remaining improvement from even resp. odd lines of rules.txt)
Subverting a city preserves all improvements.
Inciting a revolt causes a disappearance of group A.
Capturing by force causes a disappearance of group A and just one of group B or C (there is a 50% chance for a group to be selected)
The following effect is equal for both bribing and taking by force:
After succesfull capture of a city, the civ that agressor gets a part of treasure of the civ that was sacked as a spoil and chooses one enemy's advance. The formula for amount of gold taken as a plunder is here
Edited: link
Edited: only air units with range 0 (helicopters) can capture a city.
Last edited by SlowThinker; November 15, 2001, 19:39.
Originally posted by William Keenan
I agree with all of SlowThinker's findings except this one. Units can attack fighters but do not normally get the opportunity to do so because of movement rules, which has nothing to do with the flag itself.
"Bombers" are units with range>1.
Air units with range 0 (helicopters) can be easily attacked.
Air units with range 1 (fighters) can be attacked on airbases, cities or and I suppose also on normal land (after a city was "disbanded")
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