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.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
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
If we really want a galley, just do it at Cape Town, or if we just can't bear to do that, chop forests for it at Red Herring. Don't whip it from somewhere where the galley's going to become obsolete by the time it gets where it's needed.
Templars have not even pillaged the mine on that hill they are hiding on. They surely had units on it to do so.
Are they thinking of capturing and keeping Pink Dot?
Not that this is the right thread for this discussion, but my opinion is that we don't need a galley.
Also, m_h: I don't think they are bothered about pillaging that mine because we cannot work it and they can pillage it whenever they like. Either that or they forgot
They probably looked on the screen to see whose tile it was, before pillaging. And it said 'Mine'.
Now that is funny!
Quote: "All Happiness is the release of internal pressure" Visit myCiv IV web site for information on mods that I am involved with or use and other Civ IV tools woo hoo!My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.
I considered that M_H, but I figured most of the team wouldn't mind deterrence making Templars just go home. Plus they know we have maces based on us attacking them.
One possible scenario:
- Imperio makes a dash for A1 with their three 2movers.
- We move half our stack out of PD making Templars believe we rush to defend A1 at all cost
- Templars take the bait and move their army into PD
- Templars are in for a surprise next turn as half the stack come back and toast their forces
What about trying to trick Templars into attacking by moving most of our defenders 2 steps north? (They could still come back and attack in a single turn, but should be out of sight of all Templar units.)
That is what I said in my post above.
The thing is that the move is very transparent if Imperio does not declare war and races for A1 (i.e. giving us a reason to move the units north)
1) Retreat back to their land. This is the most sensible option, but obviously Templars think they need to attack us or they would not have declared.
2) Move SW using defensive terrain, and hope to somehow separate our defenders from a city. This is what I would do if I was moving blind, but Templars won't be successful...Something Fishy is too far away.
3) Attack Pink Dot. This is such an obviously stupid idea that any sort of feint we try to pull is irrelevant. Templars will either see the folly in attacking maces with swords (in which case they're not going to be fooled into thinking we just deleted our defenders if they disappear) or they're going to somehow think the attack is a good idea and we can be done with their little stack.
Quote: "All Happiness is the release of internal pressure" Visit myCiv IV web site for information on mods that I am involved with or use and other Civ IV tools woo hoo!My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.
Sooooo - Sorry, I probably should have removed my question about attacking once I moved the mace to cover. The reality is we're very likely to get a pair of victories and then can cover with our pike, but we don't have any ability to take out the entire stack nor should we use the cat yet.
My hope will be the surviving HA and the Pike we moved south from Cape Town can cover the central road once we get it rebuilt, then we can move the mace and possibly the pike back south, and smash the Templar stack when the new cat and new mace complete.
Comment