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Tribal village popped, I shouldn't have posted about barbs, because that is exactly what we got:
This is our overview of the current lands:
Now, I hope the warrior will attack us. If he doesn't attack, he can reach our city in 7 turns. We can build a new warrior in 4 turns, so for now we can wait to see what happens. Attacking him gives 65% odds (for some reason we get 2.0 strength and the barb gets 1.90, no modifiers shown). I don't know how the odds will be the other way around, but it'll probably be 65% in our favour too (I'm thinking about some general barb-penalty for the first turns, similar like mindworms in smacx).
Another calendar happiness resource to add to the list.
I think I see what you mean about the barb attacking us. If it's 7 turns now then even if he kills us he needs 8 turns to get to the city (as he's moved one square away).
The worker is 5 turns now, so if he wastes a turn it'll be 4, then 4 more means our defensive warrior can be built on the turn the barb moves onto the city. Does this work? The warrior will be ready before he moves onto the city and not the turn after?
Originally posted by Lacero
Another calendar happiness resource to add to the list.
It's annoying. It means it's no use to go for the stonehenge wonder then. We don't have stone and all our happiness resources are enabled with the tech that disables stonehenge.
Plus, the fact we are on the coast is another plus for great light house / colossus.
About the barb: I don't think we'll be on time with a warrior if he chooses to come to our city. However, next turn we will know if this is something we should test toroughly or if it is a moot point.
huh? even if he moved into the general direction of our city, i never had a barb move into my cultural borders this early. i don't know the exact date, but the first 25 turns at least should be safe
do you have other experiences, with the latest patch perhaps? i don't have the time to play much lately, thus i wouldn't know
Originally posted by SebP
huh? even if he moved into the general direction of our city, i never had a barb move into my cultural borders this early. i don't know the exact date, but the first 25 turns at least should be safe
do you have other experiences, with the latest patch perhaps? i don't have the time to play much lately, thus i wouldn't know
Ah, I didn't know barbs don't enter your cultural borders the first 25 turns. In that case we can even stick to the plan to build a scout after the worker.
QUICK someone check the Source Code!!
Wait would that constitute cheating?
I dont think it will be nessary Barbs invariably attack any adjacent unit even if the ods are suicidal, I often exploit this by moving my units in such a way as to provoke a Barb to attack me on good defensive ground of my choosing.
Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche
according to the source code, these are the actions a barb will check (once an action is done, the rest of the actions are not checked anymore):
=> See if it needs to fortify a city, max distance = 1 tile
=> 50% chance to pillage something, max distance = 1 tile
=> Do any direct attack with odds above +/- 30% (capturing an empty city doesn't happen here, but attacking a defending unit in a city might happen)
=> if (total_number_of_all_player_cities > 3 * players_alive)
---> Do any city attack with odds above +/- 25%, max distance = 1 tile
---> Try to pillage anything in range of 3 tiles
---> Do any city attack with odds above +/- 20%, max distance = 2 tiles
---> Target the "best" city in this area and move towards it (this "best" city is determined by a lot of factors, no_suicide is one of them)
=> if (total_number_of_all_player_cities > 2 * players_alive)
---> Try to pillage anything in range of 2 tiles
---> Do any city attack with odds above +/- 20%, max distance = 1 tile
=> Try to heal
=> Try to guard any city, max distance = 2 tiles
=> Patrol (random direction, but "owned" tiles and tiles next to them get a positive bias)
=> Retreat to city
=> Go to safety
=> Do nothing
So, based on *the source*, he will attack us, unless the odds are lower than 30% (which I doubt) and then either die or wander around randomly.
When the average number of cities/civ > 2, they will be looking for pillaging 2 tiles around them and attacking cities next to them.
When the average number of cities/civ > 3, they will be looking for pillaging 3 tiles around them and targetting cities in the "area".
For the rest, they try to heal, run to safety or generally stroll around randomly.
good work . so i guess we are pretty safe then since if he kills us, he will heal first thing
btw, i checked the code in AI_patrol() myself just now, and the way i understand it (without following any other functions from there) the bias is AGAINST owned tiles on patrols. this would explain why i have seen barbs circle around my cultural borders or retreat into the fog early
in any case, we should be safe with scout after worker
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