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
This is indeed turning out to be a very good ACDG.
Despot-(1a) : a ruler with absolute power and authority (1b) : a person exercising power tyrannically Beyond Alpha Centauri-Witness the glory of Sheng-ji Yang
*****Citizen of the Hive****
"...but what sane person would move from Hawaii to Indiana?" -Dis
PEACE escape route
Just wanted you to know where to spot us; we'll be skirting the DJ coastline, and hanging a turn around Conshelf 57 (or is that 59?) in about 4 turns. Our course may wiggle around a bit to throw off pursuit; we have a light escort with the colony transport, and the rest of the fleet is playing 'Bait' with the Borg cruisers
Anyway, we should be seeing you folks shortly; btw where are we supposed to park?
I would really appreciate some suggestions.
Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Originally posted by HongHu
Really? I thought in SP games sometimes when you conqure the last base of an AI it will tell you that they have fled in a colony pod.
That depends on whether you allowed defeated factions to restart or played "total annihilation". If you chose the former, the faction will get a CP somewhere else on planet to start all over again, while with the latter option all units are destroyed when the last base falls. This is because of "support". A CP needs support by a base. Though I don´t know whether you could evade this problem by building clean CPs or by getting "independent" units...
Comrade Micha is correct. If you defeat a faction early in the game and are not playing the 'do not restart eliminated factions' they will flee in a "colony pod" and restart somewhere else.
But in this case, if they have a colony pod out and their last standing base falls to the CPU, then they will be eliminated. As far as my knowledge, you can't get an independent CP. The base that made it will have it listed as a unit until the new base is established.
They, PEACE, should try not waste time establishing their base, because if that last base falls, then its game over for them. I think we should find out where the Drones think it would be best for them to establish the PEACE bastion. I would hate for us to be the only one's that have to protect them....
Despot-(1a) : a ruler with absolute power and authority (1b) : a person exercising power tyrannically Beyond Alpha Centauri-Witness the glory of Sheng-ji Yang
*****Citizen of the Hive****
"...but what sane person would move from Hawaii to Indiana?" -Dis
Well, the technicalities in PBEMs dictate that PEACE has to self-destruct their last base, after evidence is presented that the CyCon can destroy it that turn. Colony pods in transit, or units away from the base are simultaneously eliminated.
Otherwise, if the CC do destroy the base, then the year flips over to the start of the next, and the Drones would lose their turn.
Agreed-upon procedure is for the self destruct, which must be requested by the CyCon - if PEACE try stalling, then either Tass or I take a midturn save from the Borgs and confirm that PEACE would be destroyed, then rule it so.
So, if the CC/CPU/whatevers takes PEACE's last base, but does not request the self-destruct, is it still ok for PEACE to establish their last base?
Jeez, things are getting really complex now.
Despot-(1a) : a ruler with absolute power and authority (1b) : a person exercising power tyrannically Beyond Alpha Centauri-Witness the glory of Sheng-ji Yang
*****Citizen of the Hive****
"...but what sane person would move from Hawaii to Indiana?" -Dis
I have just looked at the turn. Your strategy sounds fine to the Hive. The only thing we may worry is that you need to make sure you are able to set up your new base before your other bases fall to the CCs.
Here's a post by Googliegod in Hive's forum.
Well, the technicalities in PBEMs dictate that PEACE has to self-destruct their last base, after evidence is presented that the CyCon can destroy it that turn. Colony pods in transit, or units away from the base are simultaneously eliminated.
Otherwise, if the CC do destroy the base, then the year flips over to the start of the next, and the Drones would lose their turn.
Agreed-upon procedure is for the self destruct, which must be requested by the CyCon - if PEACE try stalling, then either Tass or I take a midturn save from the Borgs and confirm that PEACE would be destroyed, then rule it so.
G.
What that means to me is that you need to really think how many turns you are sure your other bases would be able to last and make sure your colony pod reach a peaceful water before that. From your current direction of the colony pod it looks to me the area south of the Hive land would be a good place for you, however if you cannot reach there, please simply choose the best place under the situation.
I have managed to save about 50 ecs in this turn. Would that be helpful to you at all? Please let me know. I plan to post the turn 20 hours from now.
Hong
Just wanted you to know where to spot us; we'll be skirting the DJ coastline, and hanging a turn around Conshelf 57 (or is that 59?) in about 4 turns. Our course may wiggle around a bit to throw off pursuit; we have a light escort with the colony transport, and the rest of the fleet is playing 'Bait' with the Borg cruisers
Anyway, we should be seeing you folks shortly; btw where are we supposed to park?
Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
When I looked at Peace's F4 screen I noticed that Peace has two Colony Pods.
This may mean that they can establish a temporary base with one of the CPs, just before its last city falls, while the other continues to seek safety from us.
The temporary base only has to remain free until the other CP makes it to us and establishes a base.
Originally posted by Vander
Any thought on building a SCP, building a sea city, then giving to them?
You cannot cede bases to another faction in PBEMs. To do so, you´d have to revoke the pact, declare war, let them conquer the base, declare peace and sign a new pact. The problem is that it consumes several turns and we´d lose money when they conquer our base.
Wasn´t their even a BDrone-change when you´re losing bases during war? Or was it only in Civ3?
Re: PEACE escape route
Well, insofar as I know, they (CyCon) probably think the 'escape pod' is the one we have up on Yardarm Isle by a base they almost have control of. I think they only have one cruiser 'sport, and I can still see the invasion force on a different isle a good few turns by cruiser to the south.
Red stars are the 2 Cycon forces I can see - a lone cruiser in the north picking off the newer lightest defended bases; and the marine invasion fleet in the south. I've projected move ranges and turns, but that assumes for the southern fleet they won't stop to heal or will suffer light losses. We should have an Imapct defender finished prototyping by the time the invasion force arrives @ Pamplona, but I'm not counting my mindworms before they hatch ^^ That northern cruiser force may just sail in and park -or- they might head south to join the assault on Atlantis (furthest east colony); as I can't predict that, I made no projections.
White stars are the colony convoy headed for the hive
and we are going to use that pod for an inland base; we also have 2 unity rovers with the northern CP that I may be able to upgrade shortly So, er yes, we -could- use the credits - any unit we can rush to delay them is another turn of time that allows us to get to the Hive! Let me know if you have any harbors we could sail into on the sou'east side there so we can unload our colonists easier, if you would be so kind (Screenshot perhaps?)
Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Comment