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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
One of the changes I've noticed with the default 1.21 is that tanks can now kick butt on mech inf. I cant tell you how many fortified mech inf on hills and mountains I've lost in my last (unfinished) game, but it was a surprisingly large number.
Originally posted by delsolsi
To cyclotron7 and UberKruX rather than flamming could you please explain why this happens or point me in the direction to find out for myself.
By referring to the ADM values, I meant that it is quite plausible that infantry could lose on the defensive to riflemen in a metropolis. It's called bad luck; If you don't like the numbers, mod them. It's that simple.
Lime roots and treachery!
"Eventually you're left with a bunch of unmemorable posters like Cyclotron, pretending that they actually know anything about who they're debating pointless crap with." - Drake Tungsten
Ok so I want to use way out of date, non upgradable units (ie swordsman) against a technically superior foe, lets say infantry. So I want to suicide like 4 swordsman to maybe reduce the infantries hp. The infantry will win much of the time, and he will go up the ranks to veteran and elite. What bothers me is that if I have gotten this infantry down to 1 hp and he gets promoted, he goes up to 2 hp. Canceling out completly the last succesful attack! GRR! IMO the hp should not change after promotion, just the max hp.
"What can you say about a society that says that God is dead and Elvis is alive?" Irv Kupcinet
"It's easy to stop making mistakes. Just stop having ideas." Unknown
Just want to make sure Delsolsi understands what the ADM numbers mean here, though I know it seems obvious to most...
So D, you understand that just because your numbers are higher doesn't mean you will always win, right? Your attack is 6, their defense is 6. If they are fortified, that means they will kick your butt most of the time if you attack them. The lesson? DON'T attack them. Ever. Don't counterattack, don't ever move your infantry into a square occupied by a rifleman. Just hit the 'F' key for all your guys and sit there and take it like a man.
Use cavalry to counterattack their riflemen. They will have even less chance of winning, but at least they can damage them, thus removing them from the front lines, and hopefully retreat.
If your infantry are fortified and getting whipped by attacking riflemen... that stinks man. It's really bad luck. suck it up for a while, it won't happen forever - the odds should eventually be in your favor again.
Originally posted by delsolsi
Thanks for sticking up for me. I'm new to this game and to these forums. I seem to have struck a nerve with cyclotron7 and UberKruX, ...
New to the forums is maybe the key. For the first few months after this beta-game was released, about half of all threads seemed to be "My unit lost, it's a bug!" whining. People got very touchy when such a thread popped up, and lashed out at the poster...
It sounds like you've had terrible luck. Beyond that, I'll play that broken record "post a save!" There are plenty of people who will be willing to help or advise.
The first President of the first Apolyton Democracy Game (CivII, that is)
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intelligence to few.
In Call To Power 2 the combat system was very different - a pop-up apeared, graphically showing the progress of the battle. With this format, you also got flanking units (such as tanks), allowing these flanking units (i.e. tanks) to go 3 on 1 on non-flanking units. This certainly eliminated the tank/spearman problem!
Originally posted by Marquis de Sodaq
It sounds like you've had terrible luck. Beyond that, I'll play that broken record "post a save!" There are plenty of people who will be willing to help or advise.
Yeah I think maybe it was just terrible luck. I didn't have a recent save so I used one that was 20 or 30 turns back. I must have done things differently with those turns because it took Rome longer before they declared war on me. Once the war started my infantry won alot more battles then before, they still lost quite a bit too but not like the first time.
To all those asking for a save. The only save I have is from 20 or 30 turns before I had the problem. If you still want it I can post it but I don't know that it will show any thing as you guys will probably play those 20 or 30 turns different than I did and have different results.
Ok so I want to use way out of date, non upgradable units (ie swordsman) against a technically superior foe, lets say infantry. So I want to suicide like 4 swordsman to maybe reduce the infantries hp. The infantry will win much of the time, and he will go up the ranks to veteran and elite. What bothers me is that if I have gotten this infantry down to 1 hp and he gets promoted, he goes up to 2 hp. Canceling out completly the last succesful attack! GRR! IMO the hp should not change after promotion, just the max hp.
Spot on. This is extremly annoying and very badly conceived. I think that either as you suggest the max hp should increase or it should be limited to one promotion per unit per turn. This should get rid of the occasions when after attacking you lose 3 or 4 units and the defender is hardly effected.
I don't know: if unit upgrading after a battle didn't increase their hit points, there would be a lot of "Yay! my warrior's elite! Wait, darn! he's dead. " I like to think that if someone actually becomes a better soldier by surviving a tough battle, they will actually be better able to survive the next battle 10 minutes later.
Restricting it to one upgrade per turn per unit is a good compromise, though.
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