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FIRAXIS: A list of EASY fixes for the next C3C patch

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  • #16
    I'm with KWPullium, in that I want: Small Wonders have access to the 'Counts as ______ in every City'; 'Counts as ______ in every city on same continent' and 'Doubles Happiness effects of _____' flags!!
    These things are absolutely VITAL to my planned mod!!

    Yours,
    Aussie_Lurker.

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    • #17
      Re: FIRAXIS: A list of EASY fixes for the next C3C patch

      Originally posted by alexman
      [*]Remove the AI offense flag from Mech. Infantry, Impi, Numidian Mercenary, Musketeer. This change prevents the AI from attacking with these units, which are too expensive for their attack rating. Each unit can have only one AI strategy, so Carthage and Zulu build their defensive UU for part of their offense. Infantry built for attack is converted to a defensive role when upgraded. This makes the AI have to build new offensive units, and Tanks are always available whenever Mech. Infantry is.
      Would this change mean these units would never attack? Maybe I don't understand the "flag". I understand the purpose of your recommendation which is to encourage the building of new offensive units.
      Haven't been here for ages....

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      • #18
        Originally posted by alexman
        Updated the first post with the new suggestions I thought fit the 'easy fix' category.

        Thanks, and keep the suggestions coming!
        are you confusing the inca with the maya?

        inca = scout
        maya = Jav Thrower

        the mayan UU is an archer based unit without the bombard.
        "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
        - Ender, from Ender's Game by Orson Scott Card

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        • #19
          Yes, I'm totally confused, sorry!

          In that case are you sure it's a good idea to strengthen an already very powerful unit though?
          Last edited by alexman; November 12, 2003, 23:56.

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          • #20
            Originally posted by Thoth
            The AI will build curraghs if you mod them to be able to carry one unit. I'm part way through a modded game, and I've now run into several AI curraghs.
            The AI actually builds curraghs as they are now too. I've seen them. It just builds them at a low priority (lower than expansion and land units).

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            • #21
              Re: Re: FIRAXIS: A list of EASY fixes for the next C3C patch

              Originally posted by Shogun Gunner
              Would this change mean these units would never attack? Maybe I don't understand the "flag".
              The AI does attack with "defense" units when it has very good odds of winning.

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              • #22
                Originally posted by alexman


                The AI actually builds curraghs as they are now too. I've seen them. It just builds them at a low priority (lower than expansion and land units).
                In that case, the fix would be to up the priority They are cheap and the AI's first port city should make one of these for early exploration.
                AI:C3C Debug Game Report (Part1) :C3C Debug Game Report (Part2)
                Strategy:The Machiavellian Doctrine
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                • #23
                  Originally posted by WarpStorm And fix land and sea bombard to work the same as air.
                  Originally posted by notyoueither That one involves some controversy, WS. Many actually like the new way.
                  Okay, how about: enable the 'collateral damage' flag in the editor, and have the result be that any bombard unit (land, sea, or air) with that flag checked operates the same way as air units currently do in conquests. This flag could be unchecked by default for land and sea bombard units if desired.

                  Also, I would like to ask that the editor also give you the option to make barricades buildable without requiring a fortress on the tile first (a more general approach would be to add a 'requires tile improvement' drop-down list for every worker action, then you could by default make barricades require fortresses...this would also make it easier to have upgraded irrigation/farms for example). I have a lot of mods where I would like to give infantry-type units the ability to dig trenches (== build barricades) but not the ability to build forts (which require engineers/workers). I believe this should not be too hard, as you can already put barricades on tiles without fortresses in the editor.

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                  • #24
                    air units bombard do take out pop points and can kill defenders. We don't need to change that.

                    Most of the griping is with arty bombardment.
                    AI:C3C Debug Game Report (Part1) :C3C Debug Game Report (Part2)
                    Strategy:The Machiavellian Doctrine
                    Visit my WebsiteMonkey Dew

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                    • #25
                      Originally posted by RobC

                      Okay, how about: enable the 'collateral damage' flag in the editor, and have the result be that any bombard unit (land, sea, or air) with that flag checked operates the same way as air units currently do in conquests. This flag could be unchecked by default for land and sea bombard units if desired.
                      I believe the suggestion for a change to the civil defense improvement (see above) would satisfy both sides of the argument. Check it out. More effective catapults (as they are now), but artillery that has to break things before hitting units.

                      Also, I would like to ask that the editor also give you the option to make barricades buildable without requiring a fortress on the tile first
                      This might be a bit much to ask of a patch, and the fact that it doesn't affect the unmodded game does not help either. I'll group it with the other requests for editor enhancements.

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                      • #26
                        Two More Simple Requests -

                        In the Domestic Advisor - A Color flag on the City name (Change the Color, red or blue or purple - I don't care) for all city's that have more unhappy than happy citizens. - The code already exists for city's in civil disorder, i.e. the city name turns red. - Would it really be that difficult to impliment the same graphics code based on a flag of Happy-Unhappy = Neg Int ?
                        This would allow me (and Others) to not rely so heavily on the Governors, and still catch problems without counting faces every turn on every line.

                        This next request may be bigger, but at first thought it doesn't seem it would be.

                        Settlers on Automatic - Why are thier movement points being spent before the end of the turn when there is nothing the auto-system see's as important. Often when I want to make a minor tweak, or bring up a dozen for some RR in recently enemy territory, it always takes a turn to activate them. Can the "Expend my Turn" for the workers be moved to the end of turn bookkeeping, instead of midturn or beginning? - This is another fix I kept expecting to show up in a patch or expansion.

                        Thanks again for listening


                        Kevin P.
                        ---- "What gunpowder did for war, Blake has done for the AI" - Diadem ----

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                        • #27
                          alexman, wasn't Inf and MechInf attacking a partial solution to AI weakness a looooong time ago?
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                          • #28
                            I remember looong ago people complaining that the AI doesn't attack enough with Infantry, as it is the unit with the best attack in the period between Rep. Parts and Tanks, so Soren messed with it. I'm not advocating a change to Infantry. But in the case of Mech. Infantry, you can always build Tanks to attack, which have much more bang for the buck than MI. This change has been implemented in the AU mod (from player 1's mod) so I know it works well.

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                            • #29
                              Hmmm. Soren would be interested in the specifics, I am sure. I am positive that having these units flaged for attack was part of a general fix of limp AI that sat in its cities while the human overran them.
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                              • #30
                                First off, good work alexman!

                                Secondly, a number of the requests are quite clearly balance issues / opinions versus true bugs. I'd prefer that the first patch deal exclusively with true P1 bugs and be released quickly, rather than encompass a wider scope but be delayed.

                                FWIW, I'd count the FP bug and the GPT bug as most pressing, with a better RCP fix a close runner-up.

                                Catt

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