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
in that case, better send it... I'm working on the RP one (I think I'll just find those screenshots again, instead of waiting for the thread to reopen), and will send that soon too. That way, we can post our battle report to the public too... I sure would want to see some of the reactions. I can't help it, but I'm feeling a bit proud of what we have accomplished. This is one for the books.
Originally posted by vmxa1
I woke up this morning thinking about those 29 arties, hate the idea that they will get them. I sure hope we can capture the other stack.
I hope GoW realizes that the only reason they have a shot at capturing these arties, is that we took half the attack. I didn't want to stress it to them (you can only ask for compensation once every report ). I wouldn't have mind if we had 20 tanks more to take, and captured them ourselves. Let's see how they react.
Nice report DeepO. I think you have doen all that one could ask in regards to giving GoW data and trying to soften the blow for Lego.
I hope so. These reports take effort, but are necessary... there is no way to coordinate a 2 party war without them.
Sorry that this took so long, but it has been extremely busy the past few days. You might want to know what happened... well... we took Legopolis. And 8 other cities as well. Plus, there is a very good chance that GoW is able to take another 10 cities, which will mean the Lego empire is reduced to 2 or 4 cities.
This success was not foreseen at all, Lego has been playing very well, countering all our moves. But we managed to slip through this time. From one hand, it is of course a joyful thing for us, from the other this is a very sad event, ripping through an empire which took 2 years to build.
First of all, let me give you a situation report, than discuss how this changes the world as we know it (not that we're even close to fathoming that).
The following has happened:
- Lego has pillaged all roads next to our stack including the settler. This was perfectly as expected. As a result, we can only threaten Abilene over land.
- Lego has razed Tipperary. No more threat there.
- Lego is blocking the naval access to Abilene, and Quanto. Both blockades are not perfect, in that we've got a good chance of breaking through if we chain arts to Legoland, and use our transports to attack 1/4 BBs or 1/4 DDs. It would however destroy most of our transport capability to get through, and there is no certain way of success.
- we still have a spy in Legoland, they did not expose him (whether they tried or not is unknown)
Legoland forces:
- 1 settler (one used for fort Stanwix, next to (former?) GoW stack)
- 17 worker (+3)
- 3 horsemen
- 2 explorer (+2 B)
- 6 Cavalry (-6)
- 94 infantry (+3)
- 62 artillery
- 27 Tanks (+0)
- 6 ironclad
- 15 transport
- 1 carrier
- 8 subs (-2)
- 8 DD (-1)
- 9 BB
- 2 fighter (+2 B)
- 3 bomber
- 1 army (!)
On GoW's side, this is what we could see in the beginning:
Fort Stanwix has one major strategic advantage: as long as it exists, GoW will not be able to build a city in the next tile. Which means that unless it is possible to take the city, GoW's tanks en route can't join the fight this turn.
We investigated Abilene:
troops:
- 1 army of 3 infs
- 50 infs
- 3 cavs
- 8 art
- 2 bombers.
We investigated Fort Stanwix:
troops:
- 4 2/5 T
- 2 3/5 T
- 3 4/5 T
- 1 3/4 T
- 2 1/4 T
- 20 I
- 29 art
- 3 Cav
We didn't trust the Fort Stanwix situation, and feared the GoW stack was too badly damaged to take the city. So, we decided to steal Lego's map (you will of course get that once you receive the save). It became clear that we could move through Lego's territory, and capture Legopolis. From there, we could attack Stanwix from behind, thus making it easier for GoW to break through.
Everything we could transport was moved, and just as well too. If we hadn't done that, GoW wouldn't have a chance of destroying Stanwix, meaning the invasion would have been over for GoW, and they would be forced to retreat, and regroup. Even now, it will be close.
Once GoW captures Stanwix, they can move through, and use chained cavs, and the same settler blitzing we used to capture most of Lego's cities. Only Abilene is sure to stand (it is now their capital), and the 2 defended cities Jackson and Dye fields as well. It might block the entrance to one final city, Castlea.
In case GoQ can't get Stanwix, Lego is still heavily damaged, and will lose a lot more cities next turn. They can't defend them, now that we can reach every single one of them.
Battle report turn 244: 1270 AD
1. DD stumbles into sub at Abilene 4444788 (name unknown). DD 1/4
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).
26. New city created "Quanto 6"
27. Tank captures Nou Camp.
28. Tank captures Sandonorico
29. Tank captures Karina. (forbidden palace destroyed?)
30. Tank captures Oasis.
31. Abandoned Oasis.
32. New city built: Oasis 8.
33. Tank captures Farmerville.
34. Tank captures Forkmouth.
35. Farmerville abandoned.
36. New city built, "Farmer 8".
37. Tank captures Red Bricks. We control the Sistine Chapel.
38. Tank captures Tarzania.
39. Red Bricks abandoned.
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.
64. Sandonorico abandoned.
65. Tarzania abandoned.
66. Karina abandoned.
Grand total:
9 bombardments, 5 hits totalling 6 hp. 27 attacks. 4 retreats. 10 successfull defensive bombardments.
We lost 1 DD, 8 TR & 6 T.
Lego lost 4 BB, 1 sub, 1 bomber, 1 fighter, 2 explorers, 13 workers, 1 settler, 9 cities.
The screenshots to accompany that (these will end up in public, but won't be released until after VoX played its turn. Not that we think Vox is going to harm us, but they point out to ND that with only rushing 1 transport, they can take 8 cities (as they are undefended). We'd rather not have ND claiming all that gold, there should be something like 1000 g in those 8 cities.
--------
This has some serious implications to what will happen next. It doesn't seem that the war of attrition we were expecting, is going to happen. Sadly, that deminishes RP's role in this war to an extreme low, as you can imagine. Conqs are worthless, we don't even have good use for our own explorers (we pillaged 1 rubber resource to be sure, and that's it). Don't get us wrong, one of the reasons this has been made possible is because of your support, and we are gracious for that. If you hadn't been sending all that money over, we would never have made it (even up to now, we're always at the brink of bankrupcy). It's just that we would have loved to give you some action as well.
However, we haven't discussed anything with GoW either, and want to start on that very soon. Ideally, we want RP to take territory on Legoland, and colonize it. But that can't happen before we have some kind of deal with GoW... this happened all so suddenly, that no plan exists.
It also has other implications: now that we're no longer in a serious war for Legoland, we get into problems with our own defense. Stormia, and Spain are both in grave danger. We intend to bump up our defense asap, and suggest you do the same... part of this is going to be to return (part of) your ships to their harbors immediately! However, if we can negotiate a deal with Gow, in which RP is given territory on Legoland, that has to be defended as well... so the best advice we can give you know, is to either return part of your ships to Spain, and let a few continue to Legoland to possibly take territory later on (you still need 4 turns t oreach it), or to return all ships to Spain, and start sending out empty transports to set up a chain. You might also want to consider building a settler or so (in case you've got any settlers in your transports, continue these to Legoland).
Please don't land any troops on Legoland, before we can arrange something with GoW. It will take some convincing from our side, and very strict negotiated deals to let them see the light. I don't think they have forgotten the last war, so no need to provoke them.
One thing DeepO - if it's not too late can we thank them for their work with us as allies, and acknowledge that even without their troops, they've been a great economic assistance and maybe that we hope that opportunites open up for them on Lego.
Great report to RP, I hope they see the logic of it. They will be disapointed, but should be glad for the positive news.
I think before this turn, we all would be happy if we got some land for RP and some rubber for us and that looks like it will happen, so that is what needs to be focused upon.
Aren't we giving away to much info? They ill know exactly how many units we have in each city.
The white little bars show up ( or not in case there's only one unit) on those cities with more than one unit.
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
Originally posted by alva
Aren't we giving away to much info? They ill know exactly how many units we have in each city.
The white little bars show up ( or not in case there's only one unit) on those cities with more than one unit.
Which cities, alva? Only one of those cities is going to remain there when Lego opens it turn, NI. And they know there are more than 8 units in there...
They made a little mistake in the gold (transition effect), I said we can trust them, and adapted the deal on the fly. We should be safe for the next 10 turns from their side, as I don't think they will be easy in breaking a deal. However, the endgame is nearing, so you never know.
Comment