Announcement

Collapse
No announcement yet.

Should curragh's carry a unit?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Originally posted by steven8r
    It would be useful to have them transport at least 1 unit. That way, you could pop the 'goody huts' that you find with your curraghs. As it is, you can find the huts, but they are essentially useless.

    I think I will add this in my next mod.
    You might consider flagging them to only carry foot units so they can't load settlers in that case.
    Never give an AI an even break.

    Comment


    • #17
      They should be able to be loaded with settlers. Crete wasn't settled by people on galleys and neither were the Pacific Islands.
      Christianity: The belief that a cosmic Jewish Zombie who was his own father can make you live forever if you symbolically eat his flesh and telepathically tell him you accept him as your master, so he can remove an evil force from your soul that is present in humanity because a rib-woman was convinced by a talking snake to eat from a magical tree...

      Comment


      • #18
        Originally posted by DrSpike
        I think you need to use them better.
        Let's see a two move, can't carry anything, can't even pop a goodie hut . . . you're right, they aren't as good as scouts. They're worse.
        Christianity: The belief that a cosmic Jewish Zombie who was his own father can make you live forever if you symbolically eat his flesh and telepathically tell him you accept him as your master, so he can remove an evil force from your soul that is present in humanity because a rib-woman was convinced by a talking snake to eat from a magical tree...

        Comment


        • #19
          Originally posted by chegitz guevara
          They should be able to be loaded with settlers. Crete wasn't settled by people on galleys and neither were the Pacific Islands.
          this is true. they came from goody huts, which is why, as we've already established, curraghs have to carry *something*

          i find the idea of a curragh that can only transport foot units, and isn't capable of leaving coastal areas, intriguing. i may have to try it out.
          it's just my opinion. can you dig it?

          Comment


          • #20
            I would welcome the little boats carrying a single unit, including settlers if...

            It would make the AI use them. From what Aeson said, they will use them when they have more units than they know what to do with (Sid level). Maybe adding transport capacity of 1 would make the AI use them at levels around Emperor.
            (\__/)
            (='.'=)
            (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

            Comment


            • #21
              Originally posted by chegitz guevara
              Let's see a two move, can't carry anything, can't even pop a goodie hut . . . you're right, they aren't as good as scouts. They're worse.
              che, have you ever heard of suiciding? With communication trading as it is, being able to contact people earlier is VERY powerful.

              Comment


              • #22
                Originally posted by skywalker

                che, have you ever heard of suiciding? With communication trading as it is, being able to contact people earlier is VERY powerful.
                Hehe, you might find it hard to convince him.

                Comment


                • #23
                  Ignoring the sucide runs, there are map layouts where you can meet neighbors on your contientant faster with a Curragh than a scout.

                  Example: Your in SE Delaware and they are in SE Virginia. A curragh could cross the Cheakspeake Bay quickly while a scout wout have to backtrack up to Philadephia before heading south.
                  1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                  Templar Science Minister
                  AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

                  Comment


                  • #24
                    when a curragh moves 2 (or 3) and a warrior moves 1, then.....


                    if allowing passengers would make the ai more likely to use, then I think its a good change. otherwise, it just makes it easier on the human.

                    Comment


                    • #25
                      A quick test shows that the AI uses curraghs with transport about like they use galleys.
                      Seemingly Benign
                      Download Watercolor Terrain - New Conquests Watercolor Terrain

                      Comment


                      • #26
                        I just ran a couple debug games and it looked to me like the AI won't use the curraghs to transport settlers if you only let it only carry one unit. You'd have to let it carry two if you wanted to have the AI exploit it as an early settler ship. This might make it too powerful in the game.

                        Comment


                        • #27
                          True, the AI needs an escort for settlers. Thinking about this some more, I think a 2 slot unit is too good for one that can be gotten right away.

                          My tests showed that curraghs with one slot would be used to explore the coast by the AI, though. The huiman player does have an advantage though.
                          Seemingly Benign
                          Download Watercolor Terrain - New Conquests Watercolor Terrain

                          Comment


                          • #28
                            I never do suicide runs unless I can see the shallow water and know for sure there is land nearby my continent. It seems wasteful to kill lots of galley/curraghs to find contact. Unless you reload, but I would never reload that.

                            Comment


                            • #29
                              Originally posted by vmxa1
                              Maybe so, but they do not allow it in the game, so as to effect game play. Nothing to do with reality.
                              I think the expansionist civ trait needs tweaking. Perhaps only expansionists can carry units on curraghs.
                              AI:C3C Debug Game Report (Part1) :C3C Debug Game Report (Part2)
                              Strategy:The Machiavellian Doctrine
                              Visit my WebsiteMonkey Dew

                              Comment


                              • #30
                                That could be an idea dexters.

                                However I see adding troop transport ability to Curraghs to be a slight compensating actor for the far better adjustment - removing the ability of Curraghs to end turn on Sea/Ocean completely.
                                Consul.

                                Back to the ROOTS of addiction. My first missed poll!

                                Comment

                                Working...
                                X