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
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The NAVY toppic! And Units that can change into a ship, like a miracle!!?
Maybe it would help if we were able to stack a transport together with a warship on the same tile,
similar to the way we are able to do it on land with non combatant units
Tamsin (Lost Girl): "I am the Harbinger of Death. I arrive on winds of blessed air. Air that you no longer deserve." Tamsin (Lost Girl): "He has fallen in battle and I must take him to the Einherjar in Valhalla"
Did you know english has punctuation other than exclamation points?! Neither did I, then I was enlightened! Try it today!
I will give it a try! Thanks for the advise. English is not my mother language and sometimes when it's late it's hard to make correct sentences. In dutch I'm much better! I don't think you understand that.. A few more english lessons would be nice. Perhaps you can provide me with it
those !!!! Seems like a bad habbit. I will try to write something withoud the !
Civilization is a game where man dominate a fictive world.. woman does it for real
Maybe it would help if we were able to stack a transport together with a warship on the same tile,
similar to the way we are able to do it on land with non combatant units
That is so true...It sure will help you to defend your modern war units against old naval units that kills your entire army in a few turns.
Civilization is a game where man dominate a fictive world.. woman does it for real
They do not sail, boats do! Any given unit spends one year or more (depending on the age) to embark. The process itself includes sending messenger to the capital to contact official to allocate a boat for their use. When the available boat is issued, it goes to the place where the unit wants to embark, and the embarking process occurs. Due to bureaucracy it takes quite a long time, though it becomes more efficient at late ages.
Due to time compression in Civilization V (several years may pass in one minute), you do not notice all that process and see only the end result.
The only issue I see with stacking an embarked unit with a naval unit is the ability that lets some embarked units fight back. Then you have two ships that can attack on the same tile.
I've had two naval engagements of .. some size. Against the AI.
The first was in a game where I were Babylon, middle ocean map. I had two Caravels protecting all together seven units making it across the sea, when first a single Ottoman Trireme and a turn later, a Caravel engaged my force. Also, there were land units with ranged attack only one turn of movement away. I lost one of the Caravels. In this engagement my experience was quite clear; If given a choice, the AI prefers shooting at my Caravels and not the units, as the units aren't much of a threat when embarked.
The second was similar, though the experience was different. It was on a map with two continents, I were Rome, and I was again at war with the Ottomans (I actually don't have anything personal against them). This time, two frigates were escorting a more sizable force, more than ten transports. They ran into an Ottoman Caravel which was quickly sunk, and then when approaching the coast, an Ottoman Ironclad. This time the Ironclad engaged the same embarked unit two turns in a row and sunk it, before my frigates finally managed to deal with it.
My conclusion? In the first game it chose logically, in a sense, because at sea my Naval units could damage their units, while my embarked couldn't. The second one, I can only guess the AI chose to engage the same transport for two turns in a row because there was so many of them. It was, at least, consistent in its choice of target.
one strike per turn for all naval units means carrier groups are HUGE for preventing embark loss-- i havn't seen an AI force capable of dealing with a couple escorts and two carriers full of stealth bombers.
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