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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
um, well, that is if you transport them. you actually should use them as dispensable bombers with a pretty good punch and only 3 squares range. so they are to be transported carefully
well if you have 5 movement points for a tank, you can easily bypass his first and attack a second city.
yea that's what tanks do duh!, how do you think the germans conquered france ? I'll hint you that they didn't drive all their tanks up to the maginot line and started exchanging shots.
the whole tactics changes and the penetration of armor is much deeper. with 2 or 3 movement points it still means attacking the closest city first, with 5 or 6 you have a strategic choice that is really very deep.
Yea and that's why any decent player/AI would fortify strong points to make it not happen, if you don't then you ask for it.
it can confuse AI (it is just a piece of code) and make capitals and valuable cities much more vulnerable to your sneak attacks.
So you program the AI to deal with this instead of cheaping it out with low movement rates.
given the city placement and empire size in a usual game, this provides for indecisive, non-wipeout wars in many cases, and that is good. wiping civs out really sucks.
Wiping out civs really sucks ?
That certainly explains a lot but it doesn't explain why you're wasting time on Civ when Barbie hairdresser is more your cup of tea.....
In good weather, and especially if good roads are present, Tanks (WW2 and later) have been constantly faster than Cavalry.
However, and this is the problem in Civ3; Cavalry is faster in terrain without roads. Since old and new units are mixed in Civ3 much more than anytime in real history, Tanks should be faster in Urban environments, and Cavalry faster in uninhabited territory.
In other words, different kinds of units should pay a different movement cost for different types of terrain. A simple example would be to keep Horses movement allowance at 3, and pay terrain costs as normal, but to increase the Tank´s movement to 4, but it would instead pay double for all terrain except clear and roads.
It seems obvious they didn´t do this since it would make the game more complex and hard to learn, not because it would be difficult to do (they already have prohibited terrain for some units).
yea that's what tanks do duh!, how do you think the germans conquered france ? I'll hint you that they didn't drive all their tanks up to the maginot line and started exchanging shots.
/dev
Don't forget there's no ZOC anymore- the equivelant is like the Germans driving their tanks THROUGH the line, but not quite running over any Frenchmen so they didn't get to fire back and bang they've got Paris. If you double the speed of modern armor to 6, you're asking for a lot of one-turn empire wipeouts in the modern era on standard size maps- not my idea of fun.
Originally posted by Hurry
In good weather, and especially if good roads are present, Tanks (WW2 and later) have been constantly faster than Cavalry.
However, and this is the problem in Civ3; Cavalry is faster in terrain without roads. Since old and new units are mixed in Civ3 much more than anytime in real history, Tanks should be faster in Urban environments, and Cavalry faster in uninhabited territory.
In other words, different kinds of units should pay a different movement cost for different types of terrain. A simple example would be to keep Horses movement allowance at 3, and pay terrain costs as normal, but to increase the Tank´s movement to 4, but it would instead pay double for all terrain except clear and roads.
I'd like the idea of reducing cavalry to two, but have them treat all terrain as roads - this allows tanks to move faster on roads but slower in uneven ground. Problem is there that as the rules are that'd let the cavalry move 6 hexes, possibly a little too much. I dunno though, the thought has some merit...
i think 1 movement for cav, and then treat all squares as roads would be good. then it gets 3 move everywhere, tanks get better movement on roads, and 1 move thru bad terrain.
also i think the mech inf is slower than the cav because firaxis wanted the attack units to be able to retreat to "show off" one of their few new features that works . so they made the cav and momdern armor 1 move faster than it.
The Civ3 world is one where stealth bombers are unable to sink galleons, Man-O-Wars are a powerful counter to battleships, and knights always come equipped with the AT-S2 Anti-Tank Sword.
The Simwiz2 Combat Mod Version 2.0 is available for download! See the changes here. You can download it from the CivFanatics Thread or the Apolyton Thread.
Don't forget there's no ZOC anymore- the equivelant is like the Germans driving their tanks THROUGH the line, but not quite running over any Frenchmen so they didn't get to fire back and bang they've got Paris. If you double the speed of modern armor to 6, you're asking for a lot of one-turn empire wipeouts in the modern era on standard size maps- not my idea of fun.
No, Firaxis actually dealt with this by disallowing use of enemy roads.
Surely if the empire isn't any deeper than 5(?) tiles then it deserves to be wiped in one turn.
Anyway maybe 6 moves is too much, my grieve is that the movement ratio for old/modern units is completely hosed.
Tanks aside then I'd believe that infantry would have trucks but yet they only move the same as a 5000 years old warrior.
No, Firaxis actually dealt with this by disallowing use of enemy roads.
Surely if the empire isn't any deeper than 5(?) tiles then it deserves to be wiped in one turn.
Well, the problem is that the empire has not to be 5 tiles deep. You just have to prepare a BUNCH of tanks, and then take on city after another and then use the new-conquered terrain to bring new tanks (using the railroad that was in the city area and that are now usuable).
If you have enough tanks, you can wipe out a whole continent in one or two turns.
A tank should be faster than cavalry, but have accidented terrain costing more to get through (3 or 4 mov point for forest, impossibility to go to mountain without roads if it's not the case, etc...).
Science without conscience is the doom of the soul.
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