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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
Oh, I see. I thought EotS was at 102spt for a 2 turn Airport build, but doesn't need all those shields to finish it off. (Once the Airport is built 1 turn Bombers would be nice though!) DD is definitely better in Hurricane.
This is exaclty what I did: when I said I used 2 marines to load the transports, I took the ones closest by, This should leave the 3 up North as the only ones not moved.
When I then used the other ones, I took the Southernmost, moved it to the next one, and moved both of them using Ctr+J. When arrived at the Northern most with the stack of 3 units, I moved all of them with Ctrl+J towards NI.
That's when it happened. They then pass the 1/3 tank twice.
Apart from that, I moved none of the workers or explorers, execpt the one on the former Tiperrary site.
Originally posted by Aeson
Oh, I see. I thought EotS was at 102spt for a 2 turn Airport build, but doesn't need all those shields to finish it off. (Once the Airport is built 1 turn Bombers would be nice though!) DD is definitely better in Hurricane.
Don't forget those builds are buggy. I didn't correct the cities where we get extra shields where we weren't supposed to get them (EotS is such a case, an airport shouldn't get a bonus), however I kind of looked that we weren't gaining turns either. I don't want to be called cheating, even if we can't help it.
EotS can build without mob, an airport in 2 turns. And still have enough shields to give to Hurricane for a DD. The 40 shields we seem to lose, are actually there as a result of the bug.
Oh, and we only need it for 1 turn... we can still mine a plain in Hurricane, and run a deficit for several turns. Plus, WLTKD might give us the 1 spt we need.
So EotS gets back to 1-turn bombers in Mob, 1-turn fighters without mob. Same with Tempest.
I think it's working. I got everything the same except our first Marine which won it's fight won with 2/4 for me instead of 1/4. Everything else is the same.
I'm fine with the Sub going the way it did. If Lego has another Sub up N and tries to take a shot at RP's boats next turn we'd be in position to counterattack. Need to make sure RP takes their Transports the right way though.
RP hasn't responded yet, but normally the nina should have been at Hurricane 96. A sub nearby makes it dangerous for our transports to go from hub 1 to Hurricane... Maybe we should consider to move that DD down, instead of up. Although I do agree we need a DD to hunt for subs up North.
RP should move their boats into SA asap. Our coast can't be landed upon without marines, but they are wide open.
And yes, that sub might be well positioned if they decide to attack near RP. I don't think they will, though. If there are boats heading for RP, they will be much closer to Vox. I guess that they should have spotted our chain by now, which makes it target #1.
Okay, if we're going to leave the sub as is, maybe we can progress with the save.
plan:
1. spies
2. explorer into Vox
3. leader generation if possible. If we don't go for the N stack, we can bombard the tanks to 1/4 before attacking.
these can be done right now, no need to wait until it's deep into the night again
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