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
I am relatively new to ctp, but I am in the modern age and I want to know about listening posts, radar and any other detection methods to put on my map to keep the enemy out. Any advice please.
james
Listening posts push back the fog of war 10 tiles. Radar stations help detect aircraft from a distance (check the library for exact details). And the sonar helps to pick up submarines and gives limited sight (two tiles I think). Though all of these help maintain surveillance on and around your territory, none of them actually help to keep out enemy units.
I like using them because I don't like surprises and I don't want to find enemy units taking over my cities before I know what's happening.
I word of caution, just like other tile improvements, listening posts, etc., are taken over when cities are captured. So keep this in mind when placing these improvements.
No, I can't beat the game on deity level with 16 civs and raging barbarians and, and...
Radar stations have the functionality of showing all enemy units, within 25 tiles, on the small radar map. This includes stealthy units -- or, at least, Undersea Crawlers, anyway.
Sonar Buoys have a vision range (pushing back the Fog of War) of 1 space. It's small, but hey, they're cheap!
SoulFisher
_________|
I have been crucified with Christ. It is no longer I who live, but Christ who lives in me. The life I live in the body, I live by faith in the Son of God, who loved me and gave Himself for me. -- Galations 2:20 (paraphrase)
Also, for what it's worth, Radar stations see 1 space (and still detect units upto 25 spaces away on the radar map - even if you can't find a unit's exact location, knowing what area it is in lets you know, "maybe I should get some troops over there, while my Plasma Destroyers look for it." )
SoulFisher
_________|
I have been crucified with Christ. It is no longer I who live, but Christ who lives in me. The life I live in the body, I live by faith in the Son of God, who loved me and gave Himself for me. -- Galations 2:20 (paraphrase)
These guys are cheap to maintain, and the spies are somewhat stealthy. Place them in unlikely transport routes (mountains, swamps, etc. - especially next to a road or railroad) and spread them over small groups (if one is ejected, you have others to take his place). They move faster than many other foot soldiers, and if a war-party takes time to attack your solitary unit, they're losing a movement advantage to other units that you may have in the vicinity.
I've found spies to be very useful in wartime situations. It has happened to me more than once that I've been pulled into a war with a civ I don't know much about (i.e. cities, locations, technologies, etc.). I've found that spies make excellent scouts. Not just for spying, but as a kind of ground-moving "spy plane". Spies have great speed, are stealthy, and have a large range of vision.
Not to mention that they're helpful to check out what units are in an enemy city so that your stack doesn't get slaughtered.
No, I can't beat the game on deity level with 16 civs and raging barbarians and, and...
Comment