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Two Gripes - One big, one small - whaddaya think?

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  • #31
    Yeah, I see how that works. However, I'm newly wary of the sneak attack on my opposite border from another AI whil I'm busy pounding on another. This means I keep my "peaceful" borders heavily armed to deter any other attackers--but then I don't have a large enough force to truly blitz on the other side and so my campaigns take a lot longer. Oh well.


    If you're stuck on a continent with 3 AIs that hate you, and you blitz one, yeah, it's likely the other two might sneak attack. But power plays a huge role here. If you're vastly more powerful than the other civs, you can basically do whatever you like without fear.

    Now, there also tend to be games with the opposite situation... when you are trying to invade someone in the Industrial Age, and 15 turns pass with massive losses and no result either way. Usually happens when attacking another continent.
    Solver, WePlayCiv Co-Administrator
    Contact: solver-at-weplayciv-dot-com
    I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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    • #32
      What about SP Artillery?

      What about a new unit called "Self-propelled artillery?" Same as regular Artillarey but with a move of 2 like tanks, modern armor, and mech inf? This might speed attacks up without too much game distortion.

      ALSO - I've been thinking further about the imbalance that would result from road-using tanks against pre-industrial enemies. What about something akin to guerillas? For example, as tech moves ahead globally, even rifleman- or granadier-equipped countries could find some mgs and assault rifles..why not have a less-powerful but more effective unit like a guerilla or insurgent?

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      • #33
        Originally posted by NFIH


        Yeah, I see how that works. However, I'm newly wary of the sneak attack on my opposite border from another AI whil I'm busy pounding on another. This means I keep my "peaceful" borders heavily armed to deter any other attackers--but then I don't have a large enough force to truly blitz on the other side and so my campaigns take a lot longer. Oh well.
        That's why diplomacy is important. If you can get one neighbor to fight the other, then you don't need to guard one border.

        Don't make the same diplomatic stupidity as Kaiser Wihelm II.

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        • #34
          Yes, modern warfare plays out very quicky. An AI civ half my own size can be destroyed in as little as 10 turns. AI is terrible at conducting modern warfare, it doesn't know how to concentrate its forces to fight opposing invasion forces. It also uses bombers and fighters unwisely. Instead of concentrating on the invasion force, it will use its airforce to bomb useless stuffs such as farms or watermills and subject them to my interceptors.

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          • #35
            I can see railroads being unusable, but roads being unusable just makes no sense. Make them less useful, but don't make them worthless.

            Also, I like how railroads aren't "teleport lanes" anymore, but I think they should be seperate. Have roads and highways for units to travel quickly and attack, use railroads for mass transit of units, maybe railroad cannons or something like that. Maybe railroads move units more quickly, but they have to wait a turn to "deploy" before they can attack.
            I don't know what I've been told!
            Deirdre's got a Network Node!
            Love to press the Buster Switch!
            Gonna nuke that crazy witch!

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            • #36
              Railroads should not be usable by an attacking civ. Roads on the other hand...

              How about being able to use roads at half their real efficiency?
              No Fighting here, this is the war room!

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              • #37
                We already have that ability.
                LandMasses Version 3 Now Available since 18/05/2008.

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                • #38
                  Not by default for all units we don't.
                  No Fighting here, this is the war room!

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                  • #39
                    We do for the majoirty of units - any unit with 1 movement. 2 movement units will only gain from such a change when they are moving across roaded hills, jungle, forest and oases. Making that change will reduce the power of the Keshik and the Impi, as well as the Guerilla II and Woodsman II promotions.
                    Last edited by Thedrin; July 21, 2006, 05:26.
                    LandMasses Version 3 Now Available since 18/05/2008.

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                    • #40
                      You could always go commando
                      Speaking of Erith:

                      "It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith

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                      • #41
                        Yes, but that requires majorly promoted units, and as xp goes way down after an upgrade, we're probably looking at obsolete units.
                        I don't know what I've been told!
                        Deirdre's got a Network Node!
                        Love to press the Buster Switch!
                        Gonna nuke that crazy witch!

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                        • #42
                          Originally posted by Solver
                          I have eliminated civs, in modern warfare, in as little as nine turns. In fact, in one of my most memorable games, I destroyed Egypt in nine turns, and proceeded to destroy most of Arabia, leaving them 2 or 3 smaller cities, in seven turns.
                          When I read this I heard it in the Smoking Man's voice...
                          "The human race would have perished long ago if its preservation had depended only on the reasoning of its members." - Rousseau
                          "Vorwärts immer, rückwärts nimmer!" - Erich Honecker
                          "If one has good arms, one will always have good friends." - Machiavelli

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                          • #43
                            Originally posted by gdijedi7
                            Yes, but that requires majorly promoted units, and as xp goes way down after an upgrade, we're probably looking at obsolete units.
                            Remember, when you upgrade, your experience goes down to 10 but you keep the promotions you have earned, therefore it makes it a lot easier to get further promotions
                            Speaking of Erith:

                            "It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith

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                            • #44
                              Experience goes down but points til the next promotion don't.
                              LandMasses Version 3 Now Available since 18/05/2008.

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                              • #45
                                Yes, experience goes down and promotions remain.

                                But, I forgot about level: does it remain or go down?

                                Best regards,

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