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MOD: Patch suggestion MOD (PtW version)

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  • #76
    Made some more changes.

    -lowered fighter attack to 3, jet fighter (+ f-15) attack to 6
    -lowered bomber and helicopter defense to 1

    Modified aerial battle odds to encourage fighter sweeps and fighter-bomber raids. Now an intercepting fighter has 3:2 odds to hit an attacking fighter (was 2:1 before) , the same for jet-fighters incl. f-15. But an intercepting fighter has 3:1 odds to hit an intercepted bomber/helicopter (was 2:1 before), jet fighter and f-15 has 6:1 odds to hit in such an interception (was 3:1 before).

    What are your thoughts about this player1 and other veterans?

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    • #77
      Interesting, but personnaly I don't have problems with old values.

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      • #78
        Version 1.12 is OUT!

        Comments to changes in v1.12

        Spy experience was changed to Veteran for all non-communist governments and to Elite for Communist government. That way, I've increased success chances for spying missions, which are by default low. Note that Diplomat experience is still Regular, so you'll have good reason to use Spy instead of Diplomat for Steal Tech mission.

        Also Steal World Map mission is added to Diplomats. World Map is most useful in ancient era anyway.

        ROF for Battleship and AEGIS Cruiser is changed back to 2. With ROF of 3, they were really powerful, especially Battleship, which could be as good as bomber, and also an assault ship. Still in order to make Battleship more then "slightly better then Destroyer", it gets bombard strength of 10. AEGIS Cruiser also gets higher bombard strength of 6 too. Since Battleship is not good as before it gets price reduced to 220 (still more then original price of 200 shields).

        Some planes get a little bit higher bombard rating. Jet Fighters get bombard rating of 4 (was 3), and F-15 and Stl. Fighter get bombard rating of 6 (was 4). This is mostly done to make these units more balanced compared to other naval and air units.

        Stl. Bomber cost changed back to 240, since it IS worth that much. But, in order to make it balanced with Stl. Fighter, Stl. Fighter gets new price of 160 shields. Costly, but anything cheaper would make use of Stl. Bomber meaningless since Stl. Fighter has lethal bombard abilities.

        NOTE: All changes done in v1.12 are also done in non-PtW version of this MOD.

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        • #79
          When you fancy trying my 'naval power mod' out you could download it here .

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          • #80
            In my experience in the medieval era every AI civs prefer republic government over monarchy. We may have to do something to make some of the AI civs choose republic and some monarchy. The two governments are on the same level of technological development.

            And in historical medieval era almost every real civs was monarchies at that time. (Switzerland, a small country was a republic if i remember well)

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            • #81
              Maybe switching their corruption rate would balance them out well...

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              • #82
                It depends.

                Republic is usuauly taken since it gives much higher gold income.

                But, sometimes in times of war, AI goes to Monarchy too.

                P.S.
                Unfortunately, difference between corruption level in Monarchy and Republic is so minor that I don't think it would make a difference (nor for human, nor for AI).

                Personnally much bigger probelm is modern choice betweeen Communism and Democracy (since Democracry is far superior).


                For now, I'll try not to change anything (and monitor experiments done by AU MOD team).

                Comment


                • #83
                  Originally posted by player1
                  Unfortunately, difference between corruption level in Monarchy and Republic is so minor that I don't think it would make a difference (nor for human, nor for AI).
                  Now i'm playing a single game on a huge map with all possible civs with my version of your mod and monarchy and republic have their corruption level changed.

                  In this game (medieval age) large AI civs choose monarchy in peacetime too. Small civs stick with republic.

                  It seems good to me. Much better than the case when everybody runs republic in the feudal world which is quite funny isn't it.

                  I'll play another game on a standard size map and when i'd experience the same i'll do the corruption change to these governments in my version of your mod.

                  Comment


                  • #84
                    Are there many wars out there?

                    AI sometimes swichs to Monarchy to remove war warriness.

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                    • #85
                      Originally posted by player1
                      Are there many wars out there?

                      AI sometimes swichs to Monarchy to remove war warriness.
                      There are plenty of wars.

                      But Mongolia (large civ) for instance never had any wars and has monarchy govt. (they have got republic tech of course)

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                      • #86
                        Hmm....

                        It's possibile that with large empires difference in corruption is big enough to make Monarchy better choice.

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                        • #87
                          Player 1,

                          What are your key preferences for Monarchy and Republic?

                          If cities are Size2 AI may prefer Monarchy because happiness support for Republic is not existent yet.

                          In my preferences AI goes Monarchy only when large or in many wars. I change worker speed in Republic to match Democracy. PTW should have come out with more government choices.

                          I have found you can go republic early or late but not in the start of the middle ages if you have many pop 7-10 cities and not enough marketplaces/temples/cathedrals.

                          Re: "republic is only late", huh, I thought I remember hearing Senators were a problem both in ancient Rome and in civ2.

                          == PF

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                          • #88
                            In original game (and in this MOD too since gov. and not changed), the key question is not will you go in the republic, the question is when you'll go in republic.

                            And the answer is when you get 3-4 luxures.
                            (needed to keep happiness whoit lux. slider)

                            Before that Monarhcy is supreme.

                            P.S.
                            Republic trade bonus usualy outweighs full unit support.

                            Comment


                            • #89
                              Originally posted by player1
                              Before that Monarhcy is supreme.
                              Yeah but AI-s almost always change to republic as they get the tech instantly in original rules no matter how many luxuries they have.

                              So i think now i'll keep the corruption change. Just have to test it on a standard map too.

                              Comment


                              • #90
                                Just a couple of things i've wondered if you have or would consider adding to your mod:

                                1. Adding +1 hp to the Nuclear Sub and AEGIS seeing as they are modern age ships.

                                2. Making Privateers appear with Navigation? The AI will then build them during the period between Navigation and Magnetism.

                                3. Adding +2 to the bombard strength or +1 to the ROF of the modern ships (Destroyer/Battleship/AEGIS) you have in your mod? I feel they are still too weak compared to Bombers the way you have them...

                                4. Giving the Guerilla a 0 range bombard ability of 6? This makes them useful support troops when defending in stacks and gives a reason for building these units other than when one lacks rubber and upgrading archaic swordsmen/longbowmen.

                                5. If you consider the main difference between the Frigate/MOW and the Ironclad to be in defence as opposed to weaponry then why not add a +1 to the Frigate's and MOW's bombard ability?

                                6. Why not make the Ironclad slightly slower than the Frigate/MOW? One way to do this is to give the Ocean a movement of 2 and allow every ship save the Ironclad and Galley to ignore the ocean movement. Ironclads were never really deep-sea ships anyhow.

                                7. Lower steal plans and steal technology to 7 and 8 respectively and lower investigate city greatly (to 1, 2 or 3?). Why's it so much to investigate cities anyway?

                                8. Lower pop rushing and drafting penalties to 10 turns.... there's your Communism boost in a oner.

                                9. As a consequence of this making Depostism too good give it a rate cap of 7 (i.e. 70% science/tax maximum) on the slider. This will help curb early tech rushing from the AI using 100% science strategies in the Ancient Period and make it desirable to change out of Despotism.

                                10. Consider changing the unit support of Monarchy and Communism to 3, 6 and 12 instead of 2, 4 and 8? War doesn't cripple the AI so much, but builder strategies are still better in Democracy.

                                11. Make elite units have 6 hp? Helps Militaristic civs and makes elite soldiers really worth looking after.

                                12. Longevity under Sanitation? Lets face it, it's fairly useless where you have it under Genetics.

                                13. Make Cure of Cancer a culture Wonder, say providing 50 culture points where it's created? Have you ever seen a Cultural victory? I haven't but i'd sure like to see one without necessarily having to conquer all the other civs to reach it. By all accounts, people that achieve Cultural victories are nearly at Domination victory anyway. In my opinion this is wrong and Cultural victories should be achievable with less aggressive measures. However, maybe this isn't enough on its own to make a difference as it comes so late in the game. In fact i'd like to know how to achieve a hard fought Cultural victory from a mainly astute builder's strategy? Any ideas?

                                Other thoughts/questions:

                                1. Why add a +1 defence to the Cossack? Having a 4 defence is more useful than you think.

                                2. More of an explanation this....
                                Propaganda makes citizens unhappy. The reason i know this is i've had the AI try it to me repeatedly in the same city. I think propaganda is successful when the number of unhappy citizens reaches a certain level (disorder maybe!?) and therefore the more times propaganda missions are attempted in one city the greater the likelihood it will succeed. Hence the reason it's better to use propaganda in a city of a civilisation currently in a period of anarchy.

                                Anyway, these are all simply suggestions as many of these i use myself and i'd ike to hear your thoughts on them. More to come when i can think of more.

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