Announcement

Collapse
No announcement yet.

MOD: Patch suggestion MOD

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

  • There is one idea that poped in my head, but I don't know is it good, nor should it be added in this MOD. So I need some comments.

    It's about Cannons.

    First let's compare Strenght of bombarding units.

    Artillery (Bomb. 12, ROF 2, cost 80)
    vs Cannons (Bomb. 8, ROF 1, cost 40):

    Against defense target of 6,
    Cannon takes out 0.57 HPs
    Artillery takes out 1.33 HPs

    Against defense target of 4,
    Cannon takes out 0.67 HPs
    Artillery takes out 1.5 HPs

    Against defense target of 10,
    Cannon takes out 0.44 HPs
    Artillery takes out 1.09 HPs


    Catapults (Bomb. 4, ROF 1, cost 20)
    vs Cannons (Bomb. 8, ROF 1, cost 40):

    Against defense target of 4,
    Catapult takes out 0.5 HPs
    Cannon takes out 0.67 HPs

    Against defense target of 3,
    Catapult takes out 0.57 HPs
    Cannon takes out 0.73 HPs

    Against defense target of 6,
    Catapult takes out 0.4 HPs
    Cannon takes out 0.57 HPs


    .

    So, at the end, Cannon is more then twice weaker then Artillery (thanks to lower ROF), plus has lower range.

    Also, Cannon is NOT twice better then Catapults. Two Catapults do more HP damage then one Cannon.

    .

    Thus, I propose to decrease cost of Cannons to 30 shields (from 40 shields).

    What do you think?

    Would that be OK?

    Comment


    • Giving Tanks,MAs and MIs an operational range of 8 but no orders to use it works for me.

      A cost of 30 for the cannon shouldn't be unbalancing. As these tend to hang around and only be useful in large numbers, the upkeep would be the limiting factor anyway.

      It would make upgrading catapults half price which something maybe.

      Comment


      • Originally posted by Nor Me
        Giving Tanks,MAs and MIs an operational range of 8 but no orders to use it works for me.
        Are you compaltly sure that this work (is it playtested)?
        If answer is yes, then I'll add that to my MOD as "partial solution".

        Originally posted by Nor Me A cost of 30 for the cannon shouldn't be unbalancing. As these tend to hang around and only be useful in large numbers, the upkeep would be the limiting factor anyway.

        It would make upgrading catapults half price which something maybe.
        That was my original thought.

        Comment


        • Player1, putting the same reply/thread in multiple forums can be confusing. My first reply to this question was:
          here

          Basically, the governor at least prefers units with a higher operational range and ignores that airdrop flag!

          While I have not playtested this exact alteration but I am currently playing a modern warfare scenario with an altered version of The Balancer mod. I can confirm that:

          1. the A. I. does build altered tanks, MI and MA in large numbers and uses them correctly so far.

          2. I cannot paradrop them even using the only keyboard short cut I know (remember upgrading?)

          3. The A. I. builds Tanks,MI and MA over a 12/12/1, cost 190, ampibious, all terrain as roads, airdrop range 8 Commando.

          This is the problem.
          You could try asking Elucidus why this unit had airdrop but no operational range or why neither A.I. offence nor defence were checked and maybe get at least one positive whatever of this effect as a result.

          Now which forum do I use for pontificating on cannons or possibly radar artillery? What if I want to mention your stealth figther/bomber balance in that post?

          Comment


          • Does anyone know why I'm a settler again? I'm sure I wasn't last time!

            (Contiued from here )
            ...
            The radar artillery needs to be better at bombarding to be balanced but you have given it a movement of 2.

            My suggestion is a compromise. A 0/0/2 21.2.1 with blitz, its better at the old tactic of sitting pretty and blasting 'em but is considerably worse at hit and run.
            A bomard strengh of 21 is in line with the MA and MI defences of 14 and 18 compared to artillery vs. tanks or infantry.
            It can now divide its fire but that is not too powerful compared with multiple 2/3 cost artillery.

            A movement 2 radar artillery is useful in many situations where bombers are less. A bomber has to be in 6(or 8) squares of the frontline wheras a movement 2 artillery on railroad can run much further away.
            This should perhaps then be toned down.

            I apologise for a grave admission. Player1, I have not so far praised this MOD.
            Sheer genius. Every Mod I have made has included its changes (No cheques will follow however.)

            Comment


            • Sorry for posting at mulitple topics, but that was only way to get some opinion from those who don't play this MOD.

              As far as I think, I would not give RA any boost since, in that time your cities would have 50-90 shields output so 40shoeld difference wont' matter that much more, and plus 2 movment poiunt can be pretty nasty think.

              I remember that someone even complained that's it's way owerpowered (use 1 mov. point to get inside borders and 2nd mov. point to bombard in same turn). I don't think it's owerpowred, but it does balances increased cost.

              On the other hand Cannos are comp. different thing.
              (wekaer then Capatults in any respect)

              Comment


              • Lukckly, I won't have that "commando" problem, since my rules are pretty close to original.

                Comment


                • Also, it's good that it will be fixed in PtW.

                  P.S.
                  It's best to post anything MOD related right here.
                  But I see no probelm posting on other places too.

                  Comment


                  • Version 1.36 is OUT!


                    Changes in ver 1.36

                    Operational range for Helicopters and Paratroopers is changed back to 8 again. But in order to fix Paratrooper/Tank problem I did one different thing. I added operational range of 8 to Tank, Panzer, Modern Armor and Mech. Infantry. Since they have no airdrop option, it won't matter in gameplay at all, but it would trick AI to see them as more worthy because of "higher" operational range.

                    Normally, Cruise Missiles can be loaded into transports directly, but not from city since they have no active "load flag". I fixed that bug and added load flag when needed. Also, I added them airlift option, in order to make them transportable through air (if you already can by Transports why not through air too).

                    Cannons get reduced cost of 30 shields. This is done because their firepower is on average weaker then firepower of two catapults. This should make them more worthy (if you build them in increased numbers).

                    Comment


                    • Summary files

                      I have modified NetHog's summary files for v.1.36 of this mod. Hope somebody might find it useful. All credit goes to player1 and nethog, comments and bug reports to me. Zip file containing pdfs with Tech Tree and Unit Summary is hopefully attached.

                      Kuratko

                      Version 1.36c uploaded that corrects one error and some typos.
                      Attached Files
                      Last edited by Kuratko; October 31, 2002, 05:29.
                      Check my C3C Reference Tech Tree
                      Test my Anti-Conquests Mod

                      Comment


                      • nice...

                        Comment


                        • Kuratko,
                          I found one error in those PDFs!

                          Quote from PS MOD readme:

                          All artillery units, Tanks, Modern Armor and Mech. Infantry gain Wheeled ability.
                          This prevents moving them on Jungle and Mountain tiles if there is no road.

                          Note: You can move those units on enemy roads, you just don't get road movement bonus.

                          ...

                          Panzer Tanks get Wheeled ability.
                          So you should add "No jungle/mountain" to their description in units PDF.

                          Comment


                          • Originally posted by player1
                            So you should add "No jungle/mountain" to their description in units PDF.
                            Added for Artillery, Tank, Mech. Infantry, Modern Armor and Panzer.
                            Cannon and Catapult already had it.
                            Thanks for checking.

                            Corrected version uploaded (see three posts back).
                            Last edited by Kuratko; October 30, 2002, 09:43.
                            Check my C3C Reference Tech Tree
                            Test my Anti-Conquests Mod

                            Comment


                            • Also, player1, I have some suggestions that you might consider in the next version of your mod:

                              1. What about raising the fortress defense bonus to 100%. In the current state I find them hardly useful....
                              2. Setting Privateer as a Barbarian sea unit. To me this seems a logical choice. It would make overseas expansion more difficult but still tractable using galleys (they will have 2hp, galleys with 2 hp are rather weak).
                              3. More controversial: What about improving the jungle to F/S/C=1/1/0? I know they can be cut but still it seems to me that civilizations starting in jungles are severely handicapped. Though bad luck is part of the game, jungle might be a too big penalty. On the other hand, jungles can help to separate two civs for some time which might be a good thing, I don't know, what do you think?
                              4. I still have a problem with Explorer. As it is, I rarely use it as an Explorer as it comes too late. I would either move it to earlier tech (Map Making?) or rename it as I use it rather as a rapparee destroying foreign improvements and 'spying'. Moving it earlier, however, would make it too strong with movement of 2 and 'all terrain as roads' which in turn would further weaken expansionistic trait. What do you think?

                              Kuratko
                              Check my C3C Reference Tech Tree
                              Test my Anti-Conquests Mod

                              Comment


                              • Build queue

                                Yet another addition to the PSM mod: Annotated build queue in version compatible with the ver. 1.36 of this mod. The zip file contains units_32.pcx that should be copied to \Art\City Screen folder. Arrows close to unit icons in the build queue (and also in the military advisor) show how many times unit can be upgraded. The second file is buildings-small.pcx that should be copied to \Art\units and says in the build queue the following:
                                number of golden coins = maintenance
                                number of blue rectangles = culture
                                number of green bars = increase in production
                                number of red crosses = pollution
                                green cross = clears pollution

                                Again, please let me know about errors.
                                This work is again based on several previous mods.

                                Kuratko
                                Attached Files
                                Check my C3C Reference Tech Tree
                                Test my Anti-Conquests Mod

                                Comment

                                Working...
                                X