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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
Check the GL in Strategy forum.... I think it's under 'Info: Diplomats and Spies'...
STYOM
"I'm a guy - I take everything seriously except other people's emotions"
"Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
"A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)
I think the Dip & Spy special abilities are slot related - any unit defined in those slots will have the diplomatic abilities - but this is not really my field of expertise - so I might be wrong...
Originally posted by Zedd
What determins the success of a spy or diplomat when conducting industrial sabotage?
I'm not sure exactly what you're asking. A diplomat can only be directed to sabotage. You can't give it a specific target. It will always succeed. A spy can be directed to sabotage a particular target but it runs the risk of being intercepted.
Also can i make another unit with the spy's abilities?
If you modify a unit's "A.I. Role" factor (in rules.txt) to the number 6, it will perform Diplomat functions. So you could, if you chose, give a Howitzer - or any unit for that matter - Diplomat functions.
BTW, an "A.I. Role" factor of 5 = Settler functions, and a factor of 7 = Trade functions. So you could, if you chose, modify a howitzer to irrigate, build roads and cities. Or even deliver trade.
" ... and the following morning I should see the Boks wallop the Wallabies again?" - Havak "The only thing worse than being quoted in someone's sig is not being quoted in someone's sig." - finbar, with apologies to Oscar Wilde.
Look on the bright side, SG[1], now you know you can irrigate with a howitzer!
" ... and the following morning I should see the Boks wallop the Wallabies again?" - Havak "The only thing worse than being quoted in someone's sig is not being quoted in someone's sig." - finbar, with apologies to Oscar Wilde.
I found a little more information on the subject and it looks like my idea isn't going to fly. I thought it would be a fair practice to have Fundamentalist governments have the ability to produce terrorist units. The unit would only be able to attack once (like a cruise missile) and only attack city improvements. It would also ignore ZOC(spy). However i wanted to increase it's effectiveness to that higher than a spy.
DISCLAIMER:
I am not, nor do i believe in terrorist!
However terrorist regimes have dominated fundamentalist governments and i think that it would be a fair portrail of typical military structure.
I also entertained the idea of a satelite spy unit. Essentially a flying diplomat with out the ability to sabotage and with wider field of vision. This seems like it may still be possible except for the sabotage part but it WOULD be destroyed afterward a sabotage attempt so it may be feasable to "crash land" your satelite into a city, right?
Wizards sixth rule:
"The only sovereign you can allow to rule you is reason."
Can't keep me down, I will CIV on.
Originally posted by finbar
Look on the bright side, SG[1], now you know you can irrigate with a howitzer!
Or you can get fancy and remove the menufunctions for a settler (fortress, irrigate, build city etc) and then tag a tank with role=5. Change the wheat icon to a fuel can, rename food to gasoline or petrol... and now you have a tank that requires 2 'fuel' to keep fighting!
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