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    Killerdaffy,

    You are right on both counts. Conservative thread, and the explorer is a useless unit in it's present form.

    I keep hoping for more in the patches, but so far they have only fixed bugs and made a couple of tweaks.

    This of course makes the wait for PTW all the more interesting. I'm hoping that they will take the other suggestions to heart and this game will grow even closer to it's full potential.

    But since I've never have been a fan of being conservative, that is why I have the editor to play with. I'll go back to being a silent observer on this thread now. Never know what good ideas will come up...

    D.
    "Not the cry, but the flight of the wild duck,
    leads the flock to fly and follow"

    - Chinese Proverb

    Comment


    • I gave Explorer defense of 1.

      And that together with guerilla resourse pillaging strategies works well.
      (with defense of 1, Explorer retreats in 50% of cases when attacked by foot unit)

      Comment


      • I'd suggest to increase the movement of every naval unit except the galley by 1. Combined with Magellan this results in a maximum movement rate of 7, while the editor allows for a bomber range of 8. Not an ideal solution, but still better than the standard game IMO.
        I support lockstep's idea too.
        IMO it would still be too low compared to land units, which could regroup to anywhere on the continent within the turn because of railroads, and air units which could regroup to anywhere in the world in 1 turn.

        The bigger map you're playing on, the bigger handicap the naval units get because of their low movement.

        Comment


        • Some plans for future versions:

          I'll add +1movment for all Combustion and later naval units (subs inclded).

          I plan to move Ironclad preq. to Industrialization.
          That's way you'll have more time to play with Frigates.

          And I also plan to lower anti-barbarain bonuses to:
          +200% on chief. diff.
          +100% on warlord
          +50% on regent & monrach
          no bonus for emperors or deities

          Comment


          • Originally posted by player1
            Some plans for future versions:

            I'll add +1movment for all Combustion and later naval units (subs inclded).

            I plan to move Ironclad preq. to Industrialization.
            That's way you'll have more time to play with Frigates.

            And I also plan to lower anti-barbarain bonuses to:
            +200% on chief. diff.
            +100% on warlord
            +50% on regent & monrach
            no bonus for emperors or deities
            Feedback, tweaks, suggestions?

            If not, then you'll see new version tomorrow.

            Comment


            • I like your changes.

              Have you considered the idea to give archers (and longbowmen) zero-range bombard ability? It would make them a bit better on defense, and still useful at the same time as swordsmen.

              I have also been thinking about giving a boost to Communism, so it is at least a good alternative to Monarchy for war more often than it was up to 1.21f. Perhaps Democracy-level worker speed? But if it's true that they changed it so the FP doubles the number of optimal cities for Communism, perhaps a boost is no longer necessary.

              Comment


              • I like your changes too.

                Comment


                • You could make ironclads sink in sea/ocean. Would give them a distinct role and also enlarge the age of sail.
                  "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

                  Comment


                  • One more thing.

                    I would increase the movement of Frigates (but not Galleons) along with all the combustion-and-later naval units.

                    This would make them still useful at the same time as the Ironclad, which is realistic and adds some strategy.

                    Comment


                    • Originally posted by lockstep
                      You could make ironclads sink in sea/ocean. Would give them a distinct role and also enlarge the age of sail.
                      This is a good idea. I had also suggested reducing their movement by 1. But the problem is the AI. It likes to use ironclad-galleon pairs, and restricting the ironclad would restrict his invasion force. He's not smart enough to use Frigates when ironclads are available.

                      Comment


                      • I'm all for zero-range bombardment. I tried it and found it works quite well. It also makes combined-arms approaches more valuable and even the AI knows how to use this...

                        The question is whether to give it to archers and longbows only or to all shooters. Hm...

                        Comment


                        • Originally posted by alexman
                          I like your changes.

                          Have you considered the idea to give archers (and longbowmen) zero-range bombard ability? It would make them a bit better on defense, and still useful at the same time as swordsmen.
                          Archers are already balanced, the way they are.
                          New pop rushing rules (no double shields for fisrt pop) made them a little better.

                          And I try to keep a Vanilla Civ3 flavor.

                          Also there is probelm of AI usability, and time neede to balance such unit to other units.

                          Still, it's a good idea.

                          Maybe for some other MOD?


                          Originally posted by alexman
                          I have also been thinking about giving a boost to Communism, so it is at least a good alternative to Monarchy for war more often than it was up to 1.21f. Perhaps Democracy-level worker speed? But if it's true that they changed it so the FP doubles the number of optimal cities for Communism, perhaps a boost is no longer necessary.
                          I was think about woker rate some time ago.
                          But, since it got a FP boost I'll leave it alone.

                          If it's not broken don't fix it.

                          Comment


                          • Sorry, one more idea...

                            Do you ever wonder why AI England is always weak but AI Egypt is usually strong? Some of the AI civs have stupid build priorities. Nobody should have Wealth as a "build-often" priority! This is also the reason why many AI civs hardly ever build any factories.

                            Change build priorities to be more like what we humans have found to be optimal. Depending on the civ traits, place more emphasis on production, trade, and culture, and less emphasis on military units.

                            Comment


                            • If the AI can't handle ironclads that are coastal only, then moving them to Industrialization is fine with me.
                              "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

                              Comment


                              • Originally posted by Killerdaffy
                                I'm all for zero-range bombardment. I tried it and found it works quite well. It also makes combined-arms approaches more valuable and even the AI knows how to use this...

                                The question is whether to give it to archers and longbows only or to all shooters. Hm...
                                Yes, that's a good question.

                                If I would ever plan to add this idea, I would probably need to rework half of units in the game.

                                Comment

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