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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
My previous question had deviated away from the original topic, and more questions have arisen, so I have created a new thread called, "AI's determination of War and Peace" to cover these new questions.
Sorry for the brief tangent.
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In AU 203, Arty has been critical for me in taking out 5 Persian cities... this while I've been facing MAs.
The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
I use bombard units when I discover artillery. Before that they are not so accurate. But of course naval units are used before arty as well, but in great numbers.
I think they are important against big opponents. You can use them to cripple their economy. Just erase the roads to the resources!
It can really help you win wars. Especially when attacked. Because the AI retreats damaged units!
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If you can't solve it, it's not a problem--it's reality
"All is well your excellency, and that pleases me mightily"
I start mass bombardment with cannon because by then my infrastructure can churn out a pile of them without trouble. Before then it's all a bit of a mad scramble and the catapults are low on the priorities list. A few may get built and placed in strategic cities, but it's a rare cat indeed that gets to throw rocks the other way over the walls.
Bombardment is great when attacking. bombers can take care of roads, and more importantly railroads deepish into their territory, whilst artillery are very useful for bombarding the city before you capture it. If you take out the AI's roads and railroads then they will not be able to hit you with everything on the first turn.
Of course the problem is so many railroads to go after, this means you should plan where you attack, to reduce the amount of of railroads you need to get.
When launching a sea invasion after railroads are invented I always back it up with bombers, battleships and artillery. If you take out every railway within 3 squares of your landing troops, then you won't be counter attacked on your first turn, but the AI usually moves lots of units to within range of your recently landed artillery and tanks.
Bombardment is great when attacking. bombers can take care of roads, and more importantly railroads deepish into their territory, whilst artillery are very useful for bombarding the city before you capture it. If you take out the AI's roads and railroads then they will not be able to hit you with everything on the first turn.
Of course the problem is so many railroads to go after, this means you should plan where you attack, to reduce the amount of of railroads you need to get.
When launching a sea invasion after railroads are invented I always back it up with bombers, battleships and artillery. If you take out every railway within 3 squares of your landing troops, then you won't be counter attacked on your first turn, but the AI usually moves lots of units to within range of your recently landed artillery and tanks.
Originally posted by wilbill
Prior to artillery, I use bombardment as a defensive device. I rarely build catapults, not because they have no value, but because their truly useful lifespan is pretty short.
Then just upgrade them afterwards ...
Ancient battles with catapults are really funny and sometimes just ... NECESSARY.
Especially when your army is outnumbered by your opponents. Quicly building catapults and using your road network could just stop the invasion oft the AI.
The 1 HP they each can take away may make a huge difference, often resulting in keeping your city instead of losing it.
The strat doesn't work when you're surpassed in terms of technology of course ...
AJ
" Deal with me fairly and I'll allow you to breathe on ... for a while. Deal with me unfairly and your deeds shall be remembered and punished. Your last human remains will feed the vultures who circle in large numbers above the ruins of your once proud cities. "
- emperor level all time
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For those who do not know, Tattila was referring to:
A city that has been heavily bombarded is EASIER to defend. Any people not killed have all the more places to hide themselves in the rubble. The streets are all gone, so anyone not intimately familiar with the area gets lost quickly because maps are useless (unless you have GPS ).
I beg to differ. The Rangers in Somalia had GPS, helicopters telling them which street to take and AWACS, and they still could not get to a crash site mere blocks away.
1) defence near hostile or nearly hostile borders preferable in a fort on a hill. Usually just 2 or 3 with some def units of course. Softens up those attacking units as they move thru. AI can be pretty dumb if your fort is right near a city they will completly ignore the fort but still move units thru ZOC.
2) destroying enemy infrastruture, eps with bombers to hit strategic resources and remove them from trade networks. Also your artillary in forts on hills as above can bust up road slowing the attack and buy you more time.
Isn't is possible to mod an anti-aircraft gun which intercepts air units? But I guess that would look silly because no doubt it would fly across the screen like a fighter...
Really every unit should have an air defence score that determines the chance of inflicting damage on any air units.
Not necessarily anything to do with bombardment units though. only radar artillery should have air defence capabilities
Do not be too proud of this technological terror you've constructed...
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