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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
That would definately stop someone from creating an army of artillery units. Now that would be scary!
Of course, if an artilery piece was combined with regular units in an army, it would be useless (well, maybe not useless but it certainly wouldn't take advantage of the armys power.)
LOL I can imagine an army of artillery. A warrior come near, gets bombarded to half-health. It moves next to the artillery, gets bombarded again, now in the red. It attacks the army, captures all the artillery at once Yay!
Well, im glad artillery are banned from being in armies, as they would be useless.
I'm building a wagon! On some other part of the internets, obviously (but not that other site).
Very correct player1. Maybe they should let people put artillery in armies just so when MP comes out I can waste all the newbies. Artillery only bombards, it has 0 attack rating.
Originally posted by Lorizael
A little OT but it says that bombardment does damage to improvements and people.
Does that mean improvements and people have a type of hit points? How is damage on these things handled?
Good question - I've been wondering about this myself. I doubt they gave hit points to buildings, so it's probably a matter of destroying an improvement or not destroying it (all or nothing). What I'm wondering is when you bombard, do you damage buildings, damage units, and lower population, or just 1 of the 3, or 2 of the 3? How does the game determine this?
I recognize that later with precision bombing you can determine what to target. But for most of the game, with catapult, cannon, and all forms of naval bombardment, you won't be able to target.
Firaxis - please make an updated version of Colonization! That game was the best, even if it was a little un-PC.
It's not that hard to give "hit points" to structures. Terran improvements, on the other hand...
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you might not be able to put them in an army but it certainly shouldn't stop people from putting a lot of them in one stack guarded by one or two of defensive units...
if you don't post rear echelon securigty, then you will have really cool situations like paratroopers jumping into battle to capture the enemy siege artillery - then using the artillery to blow the sh*t out of the besiegers !
I saw somewhere that precise bombardments have a lower chance of destroying other things like people and buildings. So I'm gussing there is some randomness as to what you can hit, and that you can hit more than one thing at a time.
Scale-wise it makes no sense to not have your artillery units in the same stack as your other units...Field artillery was always deployed alongside regular troops.
...but then who said Civ3 is about realism.
I reckon that it is just down to the fact that the artillery units have no attack or defence values. I'd be willing to bet that you can't put workers or settlers into armies either.
I winder how big a role the capture of artillery is going to play, y'know, how often it is likely to happen.
I like to deploy my napoleons right up alongside the battle line, but I keep the rifles back a little, preferably on a hilltop with a good line of sight. As for capturing artillery, the best strategy is to send in two regiments in skirmish lines from different sides.
Firaxis - please make an updated version of Colonization! That game was the best, even if it was a little un-PC.
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