Road building Legions & promotions in?
Announcement
Collapse
No announcement yet.
Possible Diplogame Mod
Collapse
X
-
Cant ask for Next War in normal login and Pitboss login to get two votes.
As to the mod, if it was posbbile to get some form of voting in the game it would be cool. but i hear that is hard work.,
I do hereby volunteer to learn python and XML to seek and find the voting issues. It make take a long time so finalise this mod without it.
Comment
-
I am actually quite sure that the voting system we currently use (for BtP) would be impossible to integrate into the system the game uses. Now, I know I should refrain from saying impossible, but it would require a great deal of work to implement, and honestly I don't think it is very necessary. Besides, it gives a good reason to keep up with the threads.
As far as the Roman things go; I suppose I could do this. I was actually hoping MMC would do it, but apparently he is a HUGE gaming enthusiast so he never got around to it. But, if I were to do this I was thinking of lowering the unit's strength as well. I don't want to overpower a unit that has increadible power.
What I am envisioning here is this; you've got a Praetorian, which is already practically the strongest unit of its age, that can establish roads. You can send these units through and build roads, making your other units gain quicker movement without having to waste time and resources on an army of workers to do the job. This makes the Romans extremely powerful, so I think if I were to give them this ability they should have to lost some strength.
As for Next War; I actually wouldn't mind having it in. But this is something that I think needs to be discussed. As it stands our games are going to last two years (estimated), if we add Next War and extend the time (either at the end or the begining, or both) they will last that much longer, probably three more months (or even more). I'm just not exactly sure this is entirely necessary. So I'm willing to do it, but I would like to have more opinions on the matter.
By the way, I put Wilhelmina's new leaderhead in and she's lookin great!
Comment
-
Well we were going to make a promotion called "Combat Engineer I, II, III" and make them available to everyone, its just that the Praetorian would start out with Combat Engineer I.
So there in't a need to make units for every country that would have the promo, as it would be available to everyone through upgrades.
The general concept would be as follows;
Combat Engineer I - Unit Can Build Roads, requires Combat I and The Wheel
Combat Engineer II - Unit can Build Forts, requires Combat Engineer I, Combat II, and Construction
Combat Engineer III - Unit Can Scrub Fallout, requires Medic I, Combat III, and whatever tech.
That was my plan anyway, obviously this can be discussed.
Comment
-
my problem with this is the romans start with a untithat cna build roads, a unit that is strong enough already.
but others have to wait till a unit gets promoted and then make a cohice of whther to use the engineer promotion or one of the regualr ones.
It is not fair to civs to have such a strong roman solidier start with the promotion .
the onyl fair way is for all civ s to have a unit that starts with the promotion.
Comment
-
Originally posted by Pitboss Vikings
my problem with this is the romans start with a untithat cna build roads, a unit that is strong enough already.
but others have to wait till a unit gets promoted and then make a cohice of whther to use the engineer promotion or one of the regualr ones.
It is not fair to civs to have such a strong roman solidier start with the promotion .
the onyl fair way is for all civ s to have a unit that starts with the promotion.
But I can see why people would like to give the Praetorians the Combat Engineer I promotion.
Comment
-
i guess my overal lissue is that CIV 4 creates more of a having to relive history not rewrite history.
My ideal DIPLO game would be one with al lthe same leader traits, starting techs the same, similar start location and every unit the same except graphics.
That way history can be what you want it to be .
I not interested in making rome civ in game same as rome in real life.
but that jsut me i guess.
Comment
-
Originally posted by Pitboss Vikings
Cant ask for Next War in normal login and Pitboss login to get two votes.
Also, I don't even remember if I have posted yet here with regards to next war.
So your comment was inappropriate
Comment
-
Originally posted by Pitboss Vikings
Praetorians alreadty over powered so lower their power and add a soldier worker to every nation instead. A different one to the preatorian. One with a weak defence so can handle weak barbarians maybe but not stronger ones. So wil lstill need to send your amry to help the road effort.
I disagree Preatorians are not overpowered in MP.
Most people base their experience on SP, but in axemen are more than a match since players have learned to deal with them. This is especially true of diplo, I can't think of a single war that was won just because preatorians are a good unit.
If you start blancing them then you should also balance all the other "overpowered" UU's like the Portugese ship ect.
Also the promotion they would get is available to all..
Comment
-
Originally posted by Pitboss Vikings
my problem with this is the romans start with a untithat cna build roads, a unit that is strong enough already.
but others have to wait till a unit gets promoted and then make a cohice of whther to use the engineer promotion or one of the regualr ones.
It is not fair to civs to have such a strong roman solidier start with the promotion .
the onyl fair way is for all civ s to have a unit that starts with the promotion.
That makes no historical sense.
A simple way to make it more available is to remove combat I as a requirement for the first one, that means any unit you build you can choose if it will be a combat engineer or something else.
Comment
-
Originally posted by Pitboss Vikings
i guess my overal lissue is that CIV 4 creates more of a having to relive history not rewrite history.
My ideal DIPLO game would be one with al lthe same leader traits, starting techs the same, similar start location and every unit the same except graphics.
That way history can be what you want it to be .
I not interested in making rome civ in game same as rome in real life.
but that jsut me i guess.
I've just had an idea that may be more balanced:
Keep the combat I requirement! And make the Preatorians start with combat I instead.
That way Romans and all Agressive civs have a bit easier path to the promotion but the Romans don't get a UU with unusuall abilities by default.
I also agree that including the promotion by itself is more important that pretorinas necessarily getting it for free.
Also Pretorians should be renamed into Legions.
Comment
-
Originally posted by Pitboss Korea
Well we were going to make a promotion called "Combat Engineer I, II, III" and make them available to everyone, its just that the Praetorian would start out with Combat Engineer I.
So there in't a need to make units for every country that would have the promo, as it would be available to everyone through upgrades.
Originally posted by Pitboss Korea
The general concept would be as follows;
Combat Engineer I - Unit Can Build Roads, requires Combat I and The Wheel
Combat Engineer II - Unit can Build Forts, requires Combat Engineer I, Combat II, and Construction
Combat Engineer III - Unit Can Scrub Fallout, requires Medic I, Combat III, and whatever tech.
That was my plan anyway, obviously this can be discussed.
The promotions as listed in the mod are as follows:
Spoiler:
Obtained by classes:- Melee
- Gunpowder
- Helicopter
Combat Engineer I- Rebuild/Repair Siege Engines
- +5% Fortified Modifier (max fortify is 30%) for all units in the stack
- Tech: Mathematics
- Required Promotions: NONE
Combat Engineer II- Faster Fortify (units fortify twice as fast) for all units in the stack
- +10% Fortified Modifier (Max Fortify is 40%) for all units in the stack
- Tech: NONE
- Required Promotions: Combat Engineer I
Combat Engineer III- Build Roads and Forts
- All units in the stack receive Amphibious and can attack across rivers with no penalty
- Tech: Engineering
- Required Promotions: Combat Engineer II & (Woodsman I or Drill I)
Combat Engineer IV- +10% Heal to all Mechanical Units in the stack
- Reduce Bombard, Air Bomb, and Air Strike Damage by 2 times Fortify Bonus (10% - 80%) for all units in the stack
- Tech: NONE
- Required Promotions: Combat Engineer III & (Woodsman II or Drill II)
Combat Engineer V- +1 Production, Food, and Gold if fortified within a Fort that is worked by a city.
- Helicopter Class Units allow Paratroopers to paradrop from the space the Helicopter occupies.
- Build roads and forts at twice the rate
- Tech: Military Science
- Required Promotions: Combat Engineer IV & (Woodsman III or Drill III)
Civil Works I- Help Workers build Improvements +50% faster when Fortified in same Tile
- -25% City Maintenance when Fortified within a City
- Tech: Civil Service
- Required Promotions: Combat Engineer IV
Civil Works II- Civil Works bonus if Fortified within a City or Fort for all Adjacent Tiles: +1 Food to River tiles, + 1 commerce to Forest Preserve, +1 Production from Workshop or Forts
- Free Engineering Specialist if Fortified in a City
- Tech: None
- Required Promotions: Civil Works I and Combat Engineer V
If you are looking to simplify things (a good idea) I'd recommend the following:
Combat Engineer I- Build Roads
- Rebuild/Repair Siege Engines
- +5% Fortified Modifier (max fortify is 30%) for all units in the stack
- Tech: Mathematics
- Required Promotions: Combat I
Combat Engineer II- Build Forts
- Faster Fortify (units fortify twice as fast) for all units in the stack
- +5% Fortified Modifier (Max Fortify is 35%) for all units in the stack
- Tech: Engineering
- Required Promotions: Combat Engineer I & Combat II
Combat Engineer III- Scrub Fallout
- +10% Heal to all Mechanical Units in the stack
- +5% Fortified Modifier (Max Fortify is 40%) for all units in the stack
- Build roads and forts at twice the rate
- Tech: Military Science
- Required Promotions: Combat Engineer II & Combat III)
[/LIST]
Then again, if we make Combat Engineer I require Mathematics, perhaps we could require Prats/Legions require Math & Iron Working and that could be enough of a nerf without needing to reduce their power.Last edited by OzzyKP; September 25, 2008, 09:03.Captain of Team Apolyton - ISDG 2012
When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah
Comment
Comment