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
I edited my game after the first time I faced Chinese riders with mech inf and tanks. Three movement was just too much so I adjusted all mounted units to two MP. Strangely, with 1.21 I use the default 3 MP and I dont really care anymore since I have now changed my combat technique.
Originally posted by =DrJambo=
yes i know i can edit it if i want, my point with this thread is to ask for suggestions, advice and preferably a lot less 1337 crap...
what did you do to your naval units then?
so far i have my cavalry set to 6,3,2 but am considering other options you see.. such as 6,4,2 or back to 6,3,3!
Sure, you´re right, and my advice is to keep the cavalry as it is. But since you posted this thread I assume you weren´t really satisfied with that? So why not just try to make 'em the way you want? Just a little playtesting...
I made my naval units faster - think it was like this (movement points):
I think these movement points really make the naval units a little bit more worthwhile, and they are increasing the power of destroyers and AEGIS cruisers. A little bit more like the Civ2-way maybe.
Nah, if anything the movement rates of almost all units are absurdly slow. I always got sick of it taking 500 freaking years too get across the continent.
"Please don't go. The drones need you. They look up to you." No they don't! They're just nerve stapled.
Originally posted by I-iZ-1337
Perhapz, but d00d j00 cant forget it makez them uzeful over a long periodz of time, right upz t00 infantry, juzt like in r33l life. Cavalry roxx d00d!!
Ay si. Cual clase de mierda es? Otro ejemplo del fracaso de nuestra sistema educativa, supongo.
"Please don't go. The drones need you. They look up to you." No they don't! They're just nerve stapled.
Hmmm... another example of a poster who doesn't type well (not against the rules) and a bunch of spammers who seem to be looking for PCR's or restrictions.
STAY ON TOPIC, or spend some time in Mingapulco... Your choice.
Originally posted by Ming
Hmmm... another example of a poster who doesn't type well (not against the rules) and a bunch of spammers who seem to be looking for PCR's or restrictions.
STAY ON TOPIC, or spend some time in Mingapulco... Your choice.
Hey, whats up w/ the new avatar? I liked the old evil b&w Ming head. he always looked like he was trying to decide whether to ban someone. Kermit?
"Please don't go. The drones need you. They look up to you." No they don't! They're just nerve stapled.
Hey, whats up w/ the new avatar? I liked the old evil b&w Ming head. he always looked like he was trying to decide whether to ban someone. Kermit?
Didn't you hear the man? Stay on topic.
Staying on topic , I think that most units have adequate movement values, except the naval units, of course. I would like to know how your change affects your game, Dr. Jambo. Do you think the AI is somehow hindered by the slower cavalry?
Ay, look guys!
It's a strategic game, see? A STRATEGIC game is not only dealing with how far a unit CAN move, but also about field commanders (AND generals in the capital) MAKING DECISIONS, resolving logistical headaches, and GETTING forces moved -- easier said than done, especially before modern age.
Also has to do with the game working right. You have to allow appropriate reaction time, to allow for ground/sea/air units to be intercepted. That, for one, is why you lose the road/rail movement in foreign countries -- not because it is realistic, but because it WORKS.
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