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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
Originally posted by Trip
Well, at least Vondrack will be able to focus on his work from now on...
The problem is, this is not really a RNG-failure. They didn't know whether we had all our artillery in our transports off Abilene, so it was a mistake to count on 3 1/5 BBs against 11 transports and a 2/4 DD. Odds of that are clearly in our favour. He is going to regret it that he put that 4th BB to rest, instead of also blocking the same tile... 2 more hp could have meant all the difference.
But let's blaim it on the RNG instead, this is already going to be a huge blow. No need to rub it in...
Originally posted by Aeson
The larger the city the more captured Workers from razing. Not sure exactly how many... something like 1/4 or 1/6?
Okay, now you're talking about razing the city, so not accepting it's government but burning it before you've seen the insides. I was asking about abandoning it, so sell of the improvements, and abandon it later. Does that also give slaves?
Originally posted by Trip
The city you guys are wondering about is named "Nou Camp," just so you know.
[/q]
heh heh - I thought someone over there was a bit of a Barcelona fan
[q]
You should really come up with a name for the Quanto strike which allowed this... it's far more important than Toledo 2 ever could be, and that's a name that's already immortal...
We could name it after the BB that stayed in port.
Aha... no workers from abandoning. Okay. It's not that I'm used to abandoning cities...
I'm in favour of using everything for gold, we need that more then population atm. Every 40 gold we get from selling off improvements, means another inf to MI upgrade. And I've got a feeling that we're going to need our defense fairly quickly.
Okay. I'm going to start on the rest of the save. Moving 24 tanks into Quanto, building Q6, and take the first 4 cities. Then, I'll have some dinner, I think... it's getting late again.
Just for peace of mind, make sure to move the Tanks and Settlers to Q6 before abandoning Quanto. Tip may have had a road built on the tile, or abandoning your own cities could possibly be different than enemy cities, or it might have something to do with if Coal and Iron are hooked up to the tile... no need for chances right?
Originally posted by DeepO
Who needs to refresh anything? You just post, see what has been written above you, reply to that, and continue. I haven't refreshed in hours
Maybe I just type too fast then.
A question: Can you post a list of every action you've taken so far this turn?
I've tried to repeat things, but I've ended up with a 1/5 Battleship left in front of Quanto with no Transports left...
Originally posted by Trip
LoL, everyone is posting and refreshing so much the forum is slowing down!
Who needs to refresh anything? You just post, see what has been written above you, reply to that, and continue. I haven't refreshed in hours
DeepO
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Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
Then why call him God? - Epicurus
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