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
Oh, and as to the RNG: if it decides to act up once, it acts up more then once too. I really envisioned the scout to die, the odds weren't that great to start with.
Originally posted by DeepO
Oh, and as to the RNG: if it decides to act up once, it acts up more then once too. I really envisioned the scout to die, the odds weren't that great to start with.
DeepO
People will need to tell me/us what the odds are - I don't think I've ever lost a Scout sitting on forest hill in SP to a barb warrior, so I just wasn't worried about it.
Of course, that leaves us rather low on units. So low I don't think we'd have a garrison available for the furs city. Then again, if the scout stays alive, it could clear enough fog that we could play fast & lose with that (furs could work copper & immediately build a skirm).
The other option, of course, is to do neither a barracks nor a settler and just pump axes until we get construction. That offers the best chance of re-establishing the choke on Vox whilst preventing any Voxian shennanigans in our own lands.
We need to build Axes until we're confident they're unable to hook up metals.
We've been given a gift: a close neighbor and the opportunity to take them out relatively painlessly. So let's not be greedy. Warm bodies in Vox's territory is what we should focus on for now. Why even build another Settler until Vox is gone?
And her eyes have all the seeming of a demon's that is dreaming...
Finals are starting, so my voice will continue to be pretty quiet for the next couple weeks, but I agree with Dom on warm bodies in Voxland. Keeping up the unit flow is the best way to keep that iron out of their hands.
Skirmishers
Cantona: 4/4 0/2 Exp. Forted on Forest Hill
Schumacher: 4/4 0/2 Exp. Forted on Hill
Axemen
Axemen I*: Forted in Wines (we need the happiness)
Axemen II*: Fort (protecting worker)
Axemen III*: Forted on Road Hub
Axemen IV*: Moved 3 towards Vox Warrior on perimeter
Comment