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
A better one would be Rifleman. It requires no resources so there'll never be a chance of the Longbowman etc. reappearing in your list. Also, bow and arrow/sword units were still used more or less effectively against Musketmen historically, due to the amount of time it took to reload the guns. But they didn't stand much of a chance against Riflemen.
PS There is a pretty good graphic of a Horse Archer kicking around.
Same with Frigates. I've set Transport, with no Oil, as my modern upgrade for my sea units. That won't give me a huge advantage over the AI, but gets the others out of my list. Cavalry I'm allowing to upgrade to Marines.
Originally posted by HazieDaVampire
i might make cavalry upgrade to Mech infantry!
Or modern armor - they are offensive units after all.
"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
Mech infantry is offensive in real life, them M2A2's used in the graphic only have a 20mm machine cannon, it would take a while to take out a normal tank with that! I suppose they do have AT missles but thats not gunna last as long as a tanks cannon would!
Help negate the vegiterian movement!
For every animal you don't eat! I'm gunna eat three!!
I remember talking with a Bradley Crewman not to long ago, a Sergeant First Class I believe, and he said that in battle a Bradley crew has a lifespan of about 40-50 seconds if unseen and a little over 10 if seen. The 20mm in the turrent is ment as a anti-infantry weapon.
Overworked and underpaid C/LTJG in the NJROTC
If you try to fail and succeed which have you done?
If fail to plan, then you plan to fail
You should see the British Scimitar, its got a 20mm cannon, and a mini gun to the right of that! Hasn't got any AT missles, but its supposed to be used as a recon tank so it has no real use for them!
Help negate the vegiterian movement!
For every animal you don't eat! I'm gunna eat three!!
1) Many of the units not upgrading were done so for play balance. The shift towards technology following Cavalry is used to make sure that players have to re-tool their military in order to keep it up-to-date. Making Cavalry upgradeable to Tanks, Marines, whatever will make the game unbalanced in that respect, and encourage the "power in 1000 BC, superpower in 1000 AD" problem.
2) Units flagged as offensive will always attack, and units flagged as defensive will always defend. Try not to mix these up much. For example, upgrading Longbowmen (an offensive unit) to Riflemen (a defensive unit) will mean that the upgraded AI Riflemen will go on suicidal charges, when it should be Cavalry/Tanks in that position.
The point is: keep play balance and AI useage in mind when you change units upgradability. The AI is not too keen when it comes to upgrading units ASAP, and once they do, if the offensive/defensive flags are messed up when you take the stats into account, the AI won't even notice.
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