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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
... i was doing some test this after noon, with the capture option unflag, and the a.i. dont seem to use the new units... because the offensive/defense ai strategies are greyed out... the ai do not see any utility to this new unit.
... so i will put the capture flag "on" an set the unit to 1/6/1(+ all terrain like road). And see how the a.i. will use the new units. I want to create a unit who pillage, like "saboters" with hidden nationality.
I'll check tomorrow if the A.i. use well the new units.
wouldnt the spy need some sort of chance of being caught? also, what happens if youre in their territory and one of their units tries to go on the square your spy is on? took me a while to realize when moving ships in the ocean that when i tried to move to certain squares and it said it would cause war with whoever, that they had a submarine there.
i've been wondering about using guerillas for a while. maybe, going maybe too far here, but having hidden nationality units be more privateerish. you know, lets say you actually pay units to attack, but you arent controlling them. they could be like barbarians or you could do the same with barbarians too
I use Posturepedic mattresses for a lifetime of temporary relief.
radar wouldnt work, i do not think. later in the game, when the whole civ is covered with railroad, you could check your entire civ over every turn, and that would get quite annoying...
I use Posturepedic mattresses for a lifetime of temporary relief.
Originally posted by cronos_qc
... i was doing some test this after noon, with the capture option unflag, and the a.i. dont seem to use the new units... because the offensive/defense ai strategies are greyed out... the ai do not see any utility to this new unit.
... so i will put the capture flag "on" an set the unit to 1/6/1(+ all terrain like road). And see how the a.i. will use the new units. I want to create a unit who pillage, like "saboters" with hidden nationality.
I'll check tomorrow if the A.i. use well the new units.
See ya everyone!
What unit did you test on? In my scenario the AI builds the geurillas (even if it didn't it'd still have to upgrade its Longbowmen and Medeival Infantry) And Galleys have offense/defence grayed out, but the AI still uses Galleys to attack...
Anyway, the AI seems to recipricate the use of certain units (nukes and hidden nationality) so if you send geurillas to pillage and kill workers, the AI shuld do the same (I'm currently at the stage of the game where I'm just about to get geurillas myself, but have seen geurillas in the cities of more advanced nations...)
ah, 7.7.3 is better in my opinion, they are militarily useful for hit n runs and softening-up targets, and sometimes even holding cities (or give you one more chance to hold that city...
Or use em to just stand there on a mountain in enemy territory, very useful for keeping workers from redeveloping territory, (so long as the nation in question is too bedraggled to send in troops and clear em out)
And they aren't too powerful (infantry can usually beat em) but not too weak (infantry can get slaughtered assaulting un-softened geurilla positions that are well dug into mountains or hills, especially if they are elite) I've even seen 7.7.3 Geurillas sucesfully resist modern armour, but only rarely, I think 7.7.3 is a really good representation of guerilla effectiveness. I made it so they can't take towns because I think of them as militias, armed paramilitaries and nationalist gunmen, they don't have the support, the administration or the co-ordination to take a city and occupy it, (hell the US and British armies found it difficult enough to hold cities in Iraq, so I wouldn't rate the chances of a bunch of Armed Factions full of dubious characters adorned with politicaly contraversial tattooings, terrorist leanings and gangster connections doin so, and they can't capture workers which is good. I kept having games were HN Geurillas could be used to steal huge numbers of workers from neibouring countries.... geurillas are not known for a habit of doing that.
I don't think there's any point of representing 'bandits' or something, only units of strong national significance... workers represent workforces consisting of thousands of people, either hordes of slaves or industrial projects employing thousands, military units tend to represent battalions or divisions, (even geurillas) so having bandits or something come and jump even a worker seems... silly to me (noffense)
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