The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
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
ST, your posts 18 and 19 have been accounted for in the recent updates of this thread. Or they are currently being handled in this latest exchange of text.
I've updated the main posts to reflect changes currently being clarified with ST. I think it's better to have it current (to at least a draft form) than a version that is obsolete... More updates may follow soon.
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 Boco
1) The program calculates the probability of the attacker's success
2) It also calculates the average injury expected per single eliminated opponent.
3) There a number checkboxes to activate the myriad of modifiers discussed in the thread.
4) Unit values can be entered manually or read from the Rules.txt of your choice.
Originally posted by GP
1. Does the pikeman bonus work against howies?
2. Do fortresses work against howies?
3. Do fortresses work against air or naval attackers.
The answers are in the download document, but I'd not updated the thread with the answer to your last question! (edit: the thread is now updated to match the document, available in the first post of page 3). The answers:
1) NO, only against units with movement=2
2) YES
3) Not against an attack by an air unit, yes against naval attackers. Only land units gain the defensive bonus, tho.
GP,
IIRC the fortress work against naval but nor air units (or reversely). Anyway the fortification works against all units, city walls against land only, and the fortress is between a fortification and a walls.
Marquis is rebuilding the text now, this is not a final version. Or the sentence about naval/air attacking fortress was lost during some update.
Edit: out of date, I was too slow
Last edited by SlowThinker; November 15, 2001, 16:05.
The answers are in the download document, but I'd not updated the thread with the answer to your last question! (edit: the thread is now updated to match the document, available in the first post of page 3). The answers:
1) NO, only against units with movement=2, hp=1, fp=1
2) YES
3) Not against an attack by an air unit, yes against naval attackers. Only land units gain the defensive bonus, tho.
1. Thanks for the response.
2. I didn't look at the download document. I advise making the summary text include these things. Other people are lazy readers too. I'd also add in Slowhand's table.
1) NO, only against units with movement=2, hp=1, fp=1
Does this exclude any other MP=2 units other than the howitzer? Is it possible that the game really just gives pikeman bonus to MP=2 and uses the howitzer flag to superced that? Have you tried editing HP and FP to check this mechanism?
I have had a recent disagreement with another civer in Civ3 thread. He claims that the computer gets a combat "cheat" bonus at deity level. I claim he's wrong. I appealled to you as authorities. Could you please answer the question here and on the other thread?
This would also make a good addition to the myth section.
Originally posted by SlowThinker
A city can be captured (OK, sacked ) if there is no enemy unit inside (including units with 0 defense). Any ground unit except a Dip/Spy and a Caravan/Freight or air units with range 0 (helicopters) can do it. The unit may capture from both ground and sea squares.
Are there any differences in AI and player units in terms of occupying cities? I seem to remember the AI being able to use settlers to take over my cities, but I thought I couldn't.
Also your "and", "or" logic chain is not clear to me. Can the helicopter take cities?
Originally posted by GP
2. I didn't look at the download document. I advise making the summary text include these things. Other people are lazy readers too. I'd also add in Slowhand's table.
You mean SlowThinker's?
Originally posted by GP
-how Cheiftan makes the combat easier. At minimum a statement. Better yet a formula.
Are there any differences in AI and player units in terms of occupying cities? I seem to remember the AI being able to use settlers to take over my cities, but I thought I couldn't.
I know nothing about this...
Originally posted by GP
Also your "and", "or" logic chain is not clear to me. Can the helicopter take cities?
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