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
Originally posted by Krill
Trip, would you be so kind as too ask ND to not tell Lego what has happened?
Not to seem difficult, but that's not my realm. You guys could whip them an email and ask them, but that's your call. If I were to ask them it would make it seem like an "official" request.
Originally posted by Krill
Please tell me what you think. I tried to explain it with relenence to the war as a whole, and to explain our actions. Lego will know that we chained over the art, and what we did with the transports to ferry the units across, and how captured their cities.
No offense there Krill, it's quite well-written, but in light of the events it might seem a little like gloating.
OK: an honest question: does anyone have any suggestions on how to place emphasis on the main points, such as taking QM and legopolis with it seeming like we are gloating?
Edit: the edited version. I shall alter this version instead of the original.
To Lego, and to all those who have invested their time in the cultivation of those lands;
This is not the battle report; that shall be posted publicly; this is a simple letter to, well, tell you what has happened since the start of the war, and what happened last night.
First came the attack on you pickets. It was a routine attack that we had planned out months in advance. It worked, and during the subsequent counter attack and the next movement, we lost what we expected to lose, and we were thankful for the rolls that the RNG had given to us. They might not have been perfect, but they could have been worse. This continued until the turn prior to our landing, where any luck that we had had ran out; the massacre at Sandonorico left you with the units that allowed you to blockade Sandonorico, and enough land based units to make any attack of ours on you cities suicidal at best. After being forced to land out in the open, on flat land, we were not sure who was going to be hit worse: GoW or GS. As it was, you attempted to blockade your cities on Mare Nostrum once again. It was this that was your sole mistake that undid you this turn.
When we recieved the turn, and gazed upon it, we were scared. Lego had broken our last chance of a land based breakthrough. We saw the units. We saw the army. We saw death, or as some thought, Lego, staring us in the face, unflinching. We new that we had no chance against Abilene, so we looked northward. We saw that our tanks could not reach Quanto Mechanico, but we moved a marine nevertheless. Quanto was empty. Maybe there was a way to attack after all...
Some among our number had thought of this idea. Others thought we were insane, but we had no option. We chained over some of our artillery. We bombarded H.B.S. Tipparary, H.B.S. Jackson and H.B.S. Karina. We set our last remaining DD against them. Still it was nowhere near enough, so we attacked with the empty transports.
With the three BBs destroyed, and our way into Lego open, we chained across Tanks, MI, Marines, and settlers
We took Quanto, moved our units, and had to disband Quanto, along with some transports, to settle our new camp, Quanto 6. From here on we attacked, and captured, Nou Camp, Sandonorico, Karina, Oasis, Farmerville, Tarzania, Forkmouth, Red Bricks, and Legopolis.
We had used our few remaining settlers, the few that had survived the Lego assault this last turn to cripple Legoland. We looked at the map. We saw the carnage. We did not celebrate at destroying something that meant so much to others whom we considered friends.
We wish you good luck and hope that it does not hurt too much, although we now that it shall. We hope that you continue to play as perfecly as you have done in these past few turns.
Gathering Storm
Is this any better? I got rid of the single line paragraphs, edited typos and tried to tone it down as much as possible.
Originally posted by Cort Haus
Actually The Guardian, back in '99, ran one of the biggest newspaper cheerleading campaigns in support of any war I've seen.
How about a radical magazine called 'Anti-Cyclone' instead?
Kosovo?
Or maybe "The Weatherman" (keeping an EYE on the Storm! ).
Krill... I don't know. Forgive me in saying this, but it's all too much for me. As a personal note to Lego, I was thinking more along the lines of:
Dear Legoland,
this is a time of both joy and grief for us. We thought we should give you a heads up, before we make anything public.... Legopolis has fallen. More details will be unveiled later, but we just wanted to let you guys know that we feel for your loss, even if we were responsible. We know how much time you invested in building, what we un-builded in one turn time.
As a personal note, that should be more then enough. I'm not even sure we have to sendit. The whole way of how we did it is something for the battle report, plus the discussion following it... it might even be better kept until this war is officially over, and the emotions have drifted away.
Originally posted by Aeson
Too much of "better" ends up resting on unknowns.
very much so.
I wouldn't count that BB a mistake as if we hadn't been able to break through we were stuck and healing up their ships would help more than otherwise. Reasonably, I wouldn't expect many people to plan for the Transports attacking.
Don't underestimate them, they did account for it. Otherwise, only 2 BBs would have been enough, they know we only had 1 2/4 DD to attack it, without any subs. There were 3 BBs, because of our transports.
Lego had 15 Transports remember.. and not once did we account for them in our naval simulations.
That's not exactly correct either. I thought about them... but the big difference is that now, we take 11 transports to attack 3 ships. In their case, they would have attacked with 15 transport against 11 ships. We would have lost 1 ship at most, 2 if they got lucky. We counted on this kind of unforeseen events, by taking a margin.
The Artillery chained is something that could be easily overlooked too.
Chaining is not needed. Assuming they don't know what was in our southern ships (they did know that most likely they didn't get to it, and they did know that there were supposed to be at least 30 marines in there), it made sense to plan for the worst. I said this before, but us getting through with only 8 artillery was luck, I don't think we had 90% to damage the ships like we did. However, our Southern fleet was in range, and could have carried 14 artillery. 14 artillery has more then 90% to getting all hp of those BBs... meaning we had to attack with 11 transports and a 2/4 DD for 3 hp, not with 11 transports for 5 hp.
As for too many units in Abilene, remember we could've chained 8 Artillery and bombarded Abilene, or chained 8 more Tanks to attack with, and they might not know the full capabilities of our chain because there may be holes in their intelligence. If we had more Transports to chain over somehow (we did have a lot of empties around) and we brought 24 Tanks, it would have been a very close thing. If we had bombarded them down to city size instead of metropolis, it could have been a very close thing even without the extra Tanks.
I completely agree Abilene was properly defended, and so was Stanwix. It was all nicely balanced. It's just they left a hole on the other side, and after the dougnut attack they suffered themselves in a PBEM, you would think that even if there doesn't seem to be any hole, you at least park a defender in every city.
Still, it's a small mistake, with very serious consequences. We have made many of those kind of mistakes before (in hindsight, we had better brought 7 more DDs, leaving 8 tanks and 1 transport at home. Same cost, big difference). The main lesson to be learned here is that small mistakes are unavoidable. But you can prepare for them, so they don't weigh so seriously in case somebody finds that mistake, and exploits it.
Yup no one can play flawlessly and any mistake can turn into a monster problem. You need to play well and gets some breaks, unless you have a huge margin.
okay. I suggest the following. The personal note to Legoland asap, preferably in the next few hours. They are otherwise going to find out from elsewhere, and that won't be good. I suggest mine (obviously ), any comments are welcome. This is not supposed to be something elaborate, just a quick heads up.
Further, the battle report. For the moment, this is what I've got:
Battle report turn 244: 1270 AD
1. DD stumbles into sub at Abilene 4444788 (name unknown). DD promotes to 3/5. ( I think this should be changed to DD 1/4 instead. I know it promoted, I'm sure I didn't see any ghosts, but somehow the end result was a 1/4 DD, and no 3/5 DD.)
Operation Watergrogged.
2. art bombs 5/5 BB Tipperary (or Karina? only looked after bombing). failed.
3. art bombs 5/5 BB Tipperary (or Karina). Tipperary 4/5
4. fighter bombs BB Jackson. Fighter fails.
5. 2/4 DD attacks BB Jackson. 2/4 DD destroyed. Jackson promoted to 2/5.
6. art bombs 4/5 BB Karina. Karina 2/5.
7. art bombs 4/5 Tipperary. fails
8. art bombs 4/5 Tiperrary. fails
9. art bombs 4/5 Tipperary. Tipperary 3/5
10. art bombs 3/5 Tipperary. Tipperary 2/5
11. art bombs 2/5 Karina. Karina 1/5.
12. transport attacks 2/5 BB Jackson. counter bombardment failed. Transport destroyed. Jackson 1/5
13. transport attacks 2/5 BB Tipperary. counter bombardment hits. Transport destroyed. Tipperary 2/5
14. transports attack 2/5 BB Tipperary. Transport destroyed. Tipperary 2/5.
15. transports attack 2/5 BB Tipperary. Transport destroyed. Tipperary 2/5.
16. transports attack 2/5 BB Tipperary. Transport destroyed. Tipperary 2/5.
17. Transport attacks 2/5 BB Tipperary. Tipperary sunk. Transport promotes to 3/5
18. Transport attacks 1/5 BB Karina. Transport destroyed. Karina 1/5.
19. Transport attacks 1/5 BB Karina. Karina sunk. Transport 1/4.
20. Transport attacks 1/5 BB Jackson. Jackson sunk. Transport 1/4.
21. Marine attacks Quanto Mechanico. 2/4 BB sunk. Bomber destroyed. Quanto Mechanico taken.
22. Marine captures explorer (1st sappers) at Quanto Mechanico 3.
23. Marine captures explorer (2nd sappers) at Quanto Mechanico 33.
24. Marine captures 3 workers (Ann was one of them, I think) at Quanto Mechanico 1.
25. Quanto Mechanico abandoned. We lost 2 transports (3/5 and 1/4). Resistance ends.
26. New city created "Quanto 6"
27. Tank captures Nou Camp.
28. Tank captures Sandonorico
29. Tank captures Karina. (forbidden palace desroyed?)
30. Tank captures Oasis.
31. Abandoned Oasis. Resitance ends
32. New city built: Oasis 8.
33. Tank captures Farmerville.
34. Tank captures Forkmouth.
35. Farmerville abandoned. Resistance ends.
36. New city built, "Farmer 8".
37. Tank captures Red Bricks. We control the Sistine Chapel.
38. Tank captures Tarzania.
39. Red Bricks abandoned. Resistance ends
40. New city built, "Red Bricks 8"
41. Tank captures Legopolis. Fighter destroyed. Smith's Trading company controlled. Bach's Cathedral controlled.
The (first) battle for Fort Stanwix
42. Tank attacks inf. defensive bombardment fails. Inf killed. Tank 3/4.
43. Tank attacks inf. defensive bombardment fails. Inf killed. Tank 3/4.
44. Tank attacks inf. defensive bombardment hits. Tank killed. Inf 1/4.
45. Tank attacks inf. defensive bombardment hits. Tank retreats (1/4), inf 4/4.
46. Tank attacks inf. defensive bombardment hits. Tank destroyed, inf 1/4.
47. Tank attacks inf. defensive bombardment hits. Tank retreats (1/4). Inf 4/4.
48. Tank attacks inf. defensive bombardment hits. Tank destroyed. Inf promotes to 2/5.
49. Tank attacks inf. defensive bombardment hits. Tank destroyed. Inf 4/4.
50. Tank attacks inf. defensive bombardment fails. Inf killed, tank 3/4.
51. Tank attacks inf. defensive bombardment hits. Inf killed. Tank 3/4.
52. Tank attacks inf. defensive bombardment hits. Tank destroyed. Inf 2/4.
53. Tank attacks inf. defensive bombardment hits. Tank retreats (1/4). Inf 2/4.
54. Tank attacks inf. defensive bombardment hits. Tank destroyed. Inf promotes to 4/5.
55. Tank attacks inf. defensive bombardment fails. Inf killed. Tank 3/4.
56. Tank attacks inf. defensive bombardment fails. Tank retreats (1/4). Inf 2/4.
57. Tank attacks inf. defensive bombardment fails. Inf killed. Tank 2/4.
Fort Stanwix total:
16 Tank attacks. 10 succesful defensive bombardments. 6 infs killed. 6 tanks killed.
58. MI captures settler at Leopolis 22.
59. Marine captures 3 workers at Legopolis 3
60. Marine captures 3 workers at Dye Fields 47
61. Marine captures 3 workers at Dye Fields 41
62. 3/4 Marine captures worker at Ahhmyfoot 7.
63. Forkmouth abandoned. Resistance ends.
64. Sandonorico abandoned. Resistance ends.
65. Tarzania abandoned. Resistance ends.
66. Karina abandoned. Resistance ends.
Grand total:
9 bombardments, 5 hits totalling 6 hp. 27 attacks. 4 retreats. 10 successfull defensive bombardments.
We lost 1 DD, 6 TR & 6 T.
Lego lost 4 BB, 1 sub, 1 bomber, 1 fighter, 2 explorers, 13 workers, 1 settler, 9 cities.
I'd like to give some screenshots too. It doesn't matter anyway... but I'll think about this, and add them later on.
Change the promoton or not, either way. It will just be viewed as another mistaken log entry. You could even note it was found later to not be correct.
Comment