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2154: Pre-planning discussion and build/movement orders
Originally posted by Maniac
In fact, we'll have to invent something soon for the other transport to do.
With the extra movement points it can always go on a podpopping binge. It can escape IoD's (if popped from the seaward side) and a trannie can pick up AA's, and techs are always going to be our weakness in the middle-late game, so having a few in inventory would be extremely handy
Originally posted by Googlie
With the extra movement points it can always go on a podpopping binge. It can escape IoD's (if popped from the seaward side) and a trannie can pick up AA's, and techs are always going to be our weakness in the middle-late game, so having a few in inventory would be extremely handy
Yes, good idea
Are we really going to be suffering that badly in tech though? I'm sure we could get a tech or two from Zak, and we can also trade with Yang or Lal (regardless of whether we conquer him or not). And maybe even the other human factions will trade with us. Even if none of those roads are open to us, I'm sure we could probe-steal.
Originally posted by Snoddasmannen
I really like the sound of that worm cash generator
It looks like that triangle of Minas Tirith - Laborers' Throng - TwoNuts Strand might be fruitful given the damage to our Hoplite on the move and that Hive synthsentinel in their base
Originally posted by Googlie
With the extra movement points it can always go on a podpopping binge. It can escape IoD's (if popped from the seaward side) and a trannie can pick up AA's, and techs are always going to be our weakness in the middle-late game, so having a few in inventory would be extremely handy
Sounds good.
Which transport will we use for the CP-transporting, and which for the pod-popping?
Should the CP meant for the Manifold be accompanied by a Crypteia and hoplite if possible, or should we send it on its own?
Should we send a probe team along with the transport going on a podpopping binge, to pop coastal land pods, and infiltrate if we happen to encounter another faction?
Originally posted by Maniac
Which transport will we use for the CP-transporting, and which for the pod-popping?
Whatever allows to keep Mercury close to Arcadia. If we follow the plan to invade Morgan, we'll need the transport.
Originally posted by Maniac
Should the CP meant for the Manifold be accompanied by a Crypteia and hoplite if possible, or should we send it on its own?
I'd say at least a Hoplite. The question is, how long will it take to make/bring one?
Originally posted by Maniac
Should we send a probe team along with the transport going on a podpopping binge, to pop coastal land pods, and infiltrate if we happen to encounter another faction?
Yes. We know everyone is thrilled by our visits. Let's make sure they have reasons.
This turn (2154) it'll move the speeder crawler off production into active service, and we'll put another in the Q just in case Invincible pops another completion pod. If so, then put a Crypteia into production in 2155.
If not, then change this turn to a Crypteia
(Takes 6 turns with a 3-mins base, but the speeder crawler can harvest at least 1 min per turn as it crawls its way to the eventual CDF site - unless we want the crawler to work MT's forested min special, then the mine, and build the CDF there)
When moving the Tomcat building the road from Sparta Command to Minas Tirith, we encountered a mindworm.
Left as is, it will destroy that former at turn's end
However, if we move the Trance armored speeder crawler into its path, then in simulation runs the mindworm will attack the crawler about 50 % of teh time, the former about 25% and will do nothing 25% of the time (I guess we confuse it somewhat )
The Crawler - being Commando and Tranced, survives every time in the simulation (it's basic 2 psi defence is augmented 1.5 x 1.5 whereas the best the MW could possibly be is a 3 attack x 1.5 if it were demon, and it can't be a demon boil - prolly a larvae mass or hatchling
So when we played the bulk of the turn yesterday (Maniac, Kass and I), the concensus we had was to move that crawler out as bait to try and save the former.
Originally posted by Snoddasmannen
Argh. Well I guess it's ok, I just hope you know what you're doing.
So do we, my friend - so do we !!
But it would seem to move the odds in our favor - if the worm doesn't attack, then we can withdraw the crawler to the base and move the former back towards Sparta Command.
It essentially reduces the odds of it attacking the former to about 1 in 4
Just some linkages from the Build screnshot above:
The Mercury being built at GH will be rushed next turn by the crawler being produced at Fort Buster
Fort Buster - at 15 mins per turn - will be set up as a crawler production line with 1 every 2 turns coming into play
OAS's crawler will be set to work that 7 mineral mine, and will become an Impact Rover factory (crawlers from Fort Buster will be sent to OAS to work its 2 other mines)
And a comment on the garrison screenshot. That colony pod you see in Tegea Harbour is a PK one, bound for Arcadia's NE corner
Unless this would reduce the chance of the bait working, how about moving the supercrawler two tiles NE instead of one NE and one E? That way we're sure the crawler is safe should there be other worms hiding in the fungus.
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