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  • Curragh Idea

    here's a stupid idea i just had

    curraghs are meant to explore, they can't transport anything.

    what if they had the option of popping coastal goodyhuts at the expense of a movement point? it seems to fit into their "role" quite well, and in my current game, there are a ton of uninhabited islands, with a ton of coatsal goodyhuts that no one will pop until they load units onto galleys and come back for them.

    what say ye? is this a decent idea?
    "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

  • #2
    It makes sense to me...would be the in-game example of a ship sending out rowboats or canoes to investigate a small tribe.
    I AM.CHRISTIAN

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    • #3
      I would say the easiest fix would be to have the curragh capable of carrying one unit (preferably not a military unit...like a scout, or even a worker for that matter). If you happen to pop a barbarian hut...well, "thems the breaks."
      ____________________________
      "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
      "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
      ____________________________

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      • #4
        That would make exp on a map with lots of island very strong. No worry about barbs.

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        • #5
          I like this idea, but I'd also like to see barb huts modified to spawn a galley or two (I know, I know... max 2 barb units, but that "feature" should be changed anyway).

          Even without that, its not bad: pop some barbs? no problem. Pop a "skilled" warrior on that one-tile island? Sucks to be you.

          jon.
          ~ If Tehben spits eggs at you, jump on them and throw them back. ~ Eventis ~ Eventis Dungeons & Dragons 6th Age Campaign: Chapter 1, Chapter 2, Chapter 3, Chapter 4: (Unspeakable) Horror on the Hill ~

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          • #6
            I like uber's idea.

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            • #7
              A good idea. I modded the curragh to transport 1 unit specificly to pop the goody huts. I'm content with it.
              "We may be in a hallucination here, but that's no excuse for being delusional!." K.S. Robinson, 'The Years Of Rice And Salt.'

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              • #8
                I have too, however one small problem I have so far not seen the AI do it? Or even use them to transport anything. I notice though that they send everything in twos, so I will be next testing the 'curragh' unit with ability to transport 2 and see if that does not inspire their use. I also made it so they can be made from the get-go or very first turn. We'll see, the AI use triggers are often a seeming mystery; sure wish I could 'tweak' those 'sacred cow routines'. HINT, HINT.... Firaxis are you listening....
                The Graveyard Keeper
                Of Creation Forum
                If I can't answer you don't worry
                I'll send you elsewhere

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                • #9
                  I think it would be cool if ships spawned a floating goodie hut if they got sunk.

                  Maybe the curagachitsname could bombard goodie huts?

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                  • #10
                    Ok, but put barbarian ships and barbarian piracy again in the game.
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                    • #11
                      Originally posted by XarXo
                      Ok, but put barbarian ships and barbarian piracy again in the game.
                      Well, there are ships...but barbarian piracy would be cool. Basically a later age barbarian ship, with the enslavement ability.
                      I AM.CHRISTIAN

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