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.
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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
The rounds thing is also what gets me. Lets take the Phalanx vs Armor scenario (based on what we know). It said a 90% chance of winning in any given round and it goes 3 to five rounds. So elites can go more rounds than "green" units which is good. But really, an elite bunch of phalanxes (even the Theban sacred Band) I doubt can go more rounds than a green (3) or veteran (4) armor.
I'm hoping that tanks will have a ranged attack (not bombardment) as do gunpowder units (I think there was a ranged attack capability, can anyone else confirm that?)
I think what they meant with the 90% thing is this :
X = Attacker's attack rating + Defender's defense rating.
% chance attacker wins = Attacker's attack rating / X
% chance defender wins = Defender's defense rating / X
That way you have X = 9 + 1 = 10
And since the attacker has 9 attack it's 9/10 = 90%
And this happens every round until either one's hitbar is depleted.
So as for a phalanx versus a battleship (I'm assuming 24 attack rating because I'm too lazy to check the screenshots) (and assuming they have 3 hitpoints either because of normal morale?)
The moment we discover intelligence and consciousness, mankind becomes God...
The moment we discover intelligence and consciousness, mankind becomes obsolete...
The realistic battle results may very well hinge on the hp numbers now. It is too bad that FP numbers are not in the mix though, because this would allow for a greater degree of flexibility and control on establishing realistic results.
As long as Firaxis have the hitpoints worked out correctly, then in a straight up battle, advanced units should be able to defeat earlier units (Note that ctp1 had 10hp for all units in the default game, as well as a standard FP of 2 for all units , which was the cause of the unbalanced combat results - but ctp2 had not only different hp/attack/defend numbers for all units, but also different FP and Armor numbers, which allowed for realistic results.)
I have a feeling that there will be some undesirable results, based more on whether a unit is wounded - but this could be offset, for example, by limiting whether ancient units can even have the ability to inflict damage on air units.
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
Anyone taking into account if the Phalanx is bunkered down with some defensive 'assistance'???
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
Originally posted by Jason Beaudoin
Well, regardless of what can beat what... I wouldn't want to see an army of spear throwers beating up on an army of riflemen. That isn't only inaccurate, but it's agrivating and not very much fun. You would expect that a civilization that is vastly more advanced than another, would easily take out a bunch of rock throwers.
How is it that it is inaccurate to have an army of spearthrowers beat up on an army of riflemen? After all it happened only a little more than 120 years ago during the Anglo-Zulu War.
At the Battle of Isandlwana on Jan. 22nd, 1879, an army of Zulus armed mainly with spears, attacked and slaughtered a large portion of a British army (armed with rifles) that had been marching against them. Some 1300 British officers and men died in that battle.
Admitedly, there were a large combination of factors that played into that victory, and in that same day at the Battle of Rourke's Drift, a force of a well-led and fortified unit of approximately 140 Welsh infantrymen were able to hold off 4000 troops of that Zulu army, but it can happen.
Superior technology does not always mean victory, as armies have discovered to their misfortune time and again throughout history.
You're right, that last one should be more like 0.35%. My mistake!
The moment we discover intelligence and consciousness, mankind becomes God...
The moment we discover intelligence and consciousness, mankind becomes obsolete...
Ahh...the Zulu war. Brought up on both sides of the "pointy sticks can't beat guns" debate. What happened the day after the Battle of Isandlwana, Hex? I'll give you a hint: the British didn't lose this battle.
Actually, I don't mind seeing the very rare 'unbelievable' battle results, because it actually makes the game more fun - I just do not want to see it happen on a regular basis.
I do hope that removing the FP numbers does not make it happen too much though.
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
Sigh. Tanks are not invincible. Some people have amazing misconceptions about how great they are. Shove a tree branch or rail in the tracks and they are immobilised. Block the vision slits and they are blind. One molotov cocktail and the crew are roasting. Catch them in camp and killing the sentries allows you to overrun the whole unit. Blow up their supply dump and they are immobile and out of ammo. Spear armed infantry had good successes against tanks in WW II and the post war history of Afghanistan should show you just how effective lightly armed troops can be. The key is not to fight head on but rely on guerrilla tactics and ambushes. In cities or bad terrain the infantry even have the advantage. Good leadership and appropriate use of combined arms is the important thing. One incompetent general can get whole divisions captured or killed.
On the civ combat thing, it will make a difference if a 60% attack chance will result in an automatic loss on failure (the old Civ I method) or whether the defender performs a reciprocal attack in order to score a hit. For instance:
6 v 4 = 60% chance per round of attacker scoring a hit
1 v 4 = 25% chance per round of defender scoring a hit
That would change the success odds significantly.
Either way I can't see anyone except the most hardened militarists trying to conduct a campaign in the early years. Its going to take stacks of bombards to shift the odds away from the defender with all the early stuff having such low attack ratings.
Ya... the British may have taken a beating, but the Zulus out numbered the British by a huge factor. The British simply couldn't kill the Zulu warriors fast enough.
So... in a game scenario, if there were about 10 phalaxes beating up on one rifleman... ok... let them win. That wouldn't bother me, but a one on one battle, forget it.
Of the Holy Roman Empire, this was once said:
"It is neither holy or roman, nor is it an empire."
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