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There seems to be no advantage to having more than one unit attacking a city. The units in the city seem to heal after each of my units attack. This seems to apply to artillery too.
Am I missing something, or is that the way it works?
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Originally posted by Indiana Joe
There seems to be no advantage to having more than one unit attacking a city. The units in the city seem to heal after each of my units attack. This seems to apply to artillery too.
Am I missing something, or is that the way it works?
It's easy to get this impression if they have a stack of identical units in the city. The game only shows the graphic of the strongest unit in the city taking it's health into account and when you attack it is that strongest unit which defends. So of course it will look as if the unit is healing after each of your units attack but instead the damaged unit has sorta 'stepped aside' and now the next strongest unit is up to bat. You won't get to see damage show up until the city has no undamaged units remaining.
Actually, what your seeing is it does no good to stack a defensive stack with fewer units in a given turn than there are defenders.
(Multiple Attack ignored)
The game will not show the other units in a city, but if your oppoent is an AI, it's pretty easy to guess based on the population.
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AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
Artillery in the city do not defend, they just get a bombardment shot. So each artie in the city will get a turn and take no damage at all. You capture the city you get the arts (if you have the tech).
As was said the defenders are unknown to you unless you have a spy and investigate the city to know what they have on hand.
BTW if they have a barracks and the units stay forted on defense, they will heal fully each turn. So you must bring at least enough units to kill all defenders on that turn or face fresh units each turn.
Well the ai is dumb enough to send out units from the city at times, so you may or may not face them all the next turn.
After you get through all the units once (on the same turn), you will see any defenders that are damaged and survived their original defense.
The game will put up the strongest unt each turn, until it is dead or no longer the strongest defender left. This can be painful as you watch your own army get killed as it was put up for defense with 2 HP left and never used that stack of calv units.
Btw, to determine which defender it puts up, the game multiplies hitpoints by defensive rating. So, as in vmxa's example, a healthy vet cav rates a 12. If your 2 hitpoint army has an actual (considering bonuses) defense rating of greater than 6, it's going to be exposed before any of those cavs.
I'm venturing off what I know for sure here, but I believe in the case of a tie, the unit with the lowest offensive value is up first. For example, a healthy vet pikeman (12, offense of 1) will defend before a guerilla with 2 HP left (12, offense of 6), I believe. There may be a tiebreaker that relies on hitpoints which kicks in before the offensive one, but I don't think there is. A healthy vet warrior will defend before a healthy vet archer.
All correct... there is a tiebreaker, though, for units of the same type. A 3/3 Spear will defend before a 3/4 Spear.
The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
Originally posted by Solomwi
Btw, to determine which defender it puts up, the game multiplies hitpoints by defensive rating. So, as in vmxa's example, a healthy vet cav rates a 12. If your 2 hitpoint army has an actual (considering bonuses) defense rating of greater than 6, it's going to be exposed before any of those cavs.
I'm venturing off what I know for sure here, but I believe in the case of a tie, the unit with the lowest offensive value is up first. For example, a healthy vet pikeman (12, offense of 1) will defend before a guerilla with 2 HP left (12, offense of 6), I believe. There may be a tiebreaker that relies on hitpoints which kicks in before the offensive one, but I don't think there is. A healthy vet warrior will defend before a healthy vet archer.
I thought in this example (a healthy vet pikeman (12, offense of 1) will defend before a guerilla with 2 HP left (12, offense of 6)) The pikeman will defend, because it has the same punch (4HP * 3Def = 12 = 2HP * 6Def) for less shield value 30 per pikeman instead of 90 per Guerilla).
So the tie breaker could be the same punch for less shields. But then again, that is probably what Solomwi stated, he just called it different I guess.
I hadn't thought about it being based on shield cost, but that's possible. Without really delving into it, I'd imagine the two would give the same results must of the time. Attack value is just what I had noticed, mainly because when I'm destroying AI units, how many shields were put into it doesn't matter to me, but how much damage it could do if I let it live does.
The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
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