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.
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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
Hawaii, Machuria, India and South Africa are common places (a freind has also thought of China)
subs are the best sea unit, infantry are the best ground, other stuff should just be built in support
I don't think I have ever bulit an IC
Jon Miller
Jon Miller- I AM.CANADIAN
GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Not from the start with IC's, although one of them is usually built in Manchuria later on. First few turns I'm building transports and infantry as the Japanese.
(Edit: Please note a few posts back that I meant the Panama canal, not the Suez. That post has been corrected.)
The 'magic 84' wins I see are few and based on well-timed 'lunges'.
I see a lot of lunging for 84 after turns of suboptimal play. Unfortunately, there are few people who can time lunges correctly and most of the time they don't know how to concentrate force to make the dice useless.
Originally posted by Panzeh
The 'magic 84' wins I see are few and based on well-timed 'lunges'.
I see a lot of lunging for 84 after turns of suboptimal play. Unfortunately, there are few people who can time lunges correctly and most of the time they don't know how to concentrate force to make the dice useless.
That's probably true, because if the Axis can reach 84 and stay at it they'd win anyway - no good Allied player will ever see a 84 IPC Axis, except maybe with some badluck and, as you said, a wel-timed lunge.
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