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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
See my previous note on Drop Mechanized Spec-Ops units [playing SMAX from a Planetary Pack install]. I dropped them via Space Elevator inside Gaian [vendetta] territorial boundaries unassisted [i.e. they were the first and only unt dropped]. They were restricted by air defenses to landing well outside an abandoned base's production radius, and, unlike weapon equipped units, they could not move immediately following the drop. Not sure why others are describing problems dropping probe equipped units into enemy territory. There does seem to be some contradictory experiences being described, though.
Scipio, I have used the configuration you describe, drop armored hovertank probes, but have not been able to drop into enemy controlled territory IIRC. I will reload a saved game and give it a try, though.
Originally posted by Ned
If you are reporting that you cannot drop into even your own bases due to air defenses, this is a bug that was fixed in version SMACX v.2.0.
Airdrops work exactly as they should for me...
A couple of points:
* As mentioned earlier in this thread, if you have the Space Elevevator (or is applied gravitonics?) you can airdrop into enemy controlled territory... so the rules are different late in the game.
* You cannot airdrop into an enemy units ZOC. (I think this is for both non combat and combat units) hidden units in fungus can cause some unexcepted warnings...
Even pre-Space Elevator, I'm fairly sure I've made drops into enemy turf within the 8 square range [or whatever the default drop range is]. This usually involves dropping across a small bit of water separating the hostiles.
Drop is pretty pointless if you have to march all the way in from outside of hostile territorial boundaries.
Originally posted by Ned
Scipio, I have used the configuration you describe, drop armored hovertank probes, but have not been able to drop into enemy controlled territory IIRC. I will reload a saved game and give it a try, though.
Ned
Just to make sure we're on the same page... when you say enemy controlled territory are you refering to faction boundaries [the colored dashed lines] or air defense/combat unit ZOCs [not shown on the map]?
One thing I forgot to mention, again for those that don't know: dropping units (or more correctly, unloading them) from an air transport lets them attack w/out penalty on the same turn, and is not subject to zones of control. Ok, air transport pimpage mode off...
Scipio, Huh? It worked! I dropped an armored probe into the fungus 3 square from Rose's capital!
However, just for competeness sake, I had previously dropped combat units on this square and moved them forward to Data Decentral. Maybe that makes a difference.
I would think you could have dropped the probe in even if you hadn't sent in combat troops.
Out of curiousity, were you able to move the probe [on the ground] after it dropped? Mine wouldn't move, but I believe regular drop combat units can move after drop?
Actually, if a probe can be dropped like that, they would be just as effective as a plane on blocking reinforcements. The probe, after all, cannot be bribed.
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