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Balancing the Howie

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  • #31
    Originally posted by Six Thousand Year Old Man

    A 10% PCR for the two parties in question would amount to 5 and 3 posts...


    Though I think Ming tends to give out PCRs in 100s not % for low level posters. Or in this case 10s maybe.

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    • #32
      Hey, I mentioned my PC as an aside, not as a brag in and of itself...
      Anyway, to get back on topic, I think the ability of a dark-age civ to acquire howitzers this way is just a stupid gameplay flaw, not meant to symbolize anything. My earlier comments were just whiny sarcasm. It would be nice if there were some way of fixing it by abusing the game's mechanics somehow, but I can't think of any way of doing it.
      1011 1100
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      • #33
        I'm
        You have Howies and they are in the Dark Ages - they steal robotics - OK - I can live with that - three turns later they produce Howies - very - what are they doing on this planet three turns later?

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        • #34
          I was playing at chieftain at the time, and not too experienced. To be honest, I'm a bad player even now; I've always been more of a builder than a fighter.
          1011 1100
          Pyrebound--a free online serial fantasy novel

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          • #35
            Originally posted by Elok
            Hey, I mentioned my PC as an aside, not as a brag in and of itself...
            Anyway, to get back on topic, I think the ability of a dark-age civ to acquire howitzers this way is just a stupid gameplay flaw, not meant to symbolize anything. My earlier comments were just whiny sarcasm. It would be nice if there were some way of fixing it by abusing the game's mechanics somehow, but I can't think of any way of doing it.
            You really wanna fix the problem of the AI stealing your advanced tech? Go into the RULES.TXT file and change it so the diplomats and spies have no ability to move (I don't think that would crash the game ...). Or, set it so spies cease to exist with the achievement of "Future Tech."

            I haven't done any of the above, having settled for making diplos and spies subject to ZOC rules and reducing their movement rate slightly.

            Gatekeeper
            "I may not agree with what you have to say, but I'll die defending your right to say it." — Voltaire

            "Wheresoever you go, go with all your heart." — Confucius

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            • #36
              Originally posted by Gatekeeper
              You really wanna fix the problem of the AI stealing your advanced tech? Go into the RULES.TXT file and change it so the diplomats and spies have no ability to move (I don't think that would crash the game ...). Or, set it so spies cease to exist with the achievement of "Future Tech."

              I haven't done any of the above, having settled for making diplos and spies subject to ZOC rules and reducing their movement rate slightly.

              Gatekeeper
              I meant the specific problem in question, namely, making it so that the AI has to research most or all relevant prerequisites before applying a stolen tech. Removing diplomats entirely takes a very interesting element away from the game.
              1011 1100
              Pyrebound--a free online serial fantasy novel

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              • #37
                Hehe diplos are part of the game.....you shouldn't remove them. You can always station lookouts and try and stop them encroaching (they can only move 1 square if the terrain is chosen well). Of course some may sneak through, but the AI will probably not have enough production (even with cheating) to really cause an empire problems.

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                • #38
                  fighters make for good dip/spy killers
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                  • #39
                    I've talked with my old friend with whom I play Civ2 Hoteast what is needed to make Howitzer balanced.

                    At the end, we argeed that it neeeds:
                    -HP lowered to 2, which means lower defese and attack (before its defense was more effecitve then infantry)
                    -removed ignore city walls ability (if you wanna bypass walls, use spies or bombers)

                    Now, it's unit about +50% more powerful then Armor on attack with movment of 2 and cost 70.

                    This will also encourage use of air units against walled cities.

                    P.S.
                    That walled bonus is pretty tough in Civ2.
                    It's no starge that unit which removes it can be so powerful (especialy since it's only such unit unaffected by Fighters or SAM).

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                    • #40
                      Good suggestions, player1. I'll have to try those at some point. IMHO, howitzers should be stronger on attack than tanks, as they are more mobile(in real life), but more mobility(usually) means lighter armor and so less defence. Otherwise, you get something of an überunit.
                      Re: spies/dips, they are indeed one of the best parts of the game. In fact, it is possible(though difficult) to conquer the world using only spies/dips. I agree with Elok that it doesn't seem right for a Bronze Age civ to be making howitzers, but when they're that backwards, they shouldn't be taking any of your cities anyway.
                      (+1)
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                      • #41
                        Diplomats and spies are enabled in my game. Perhaps it's just another Macintosh quirk, but the AI empires are quite efficient at making *immediate* use of stolen technology.

                        Furthermore, I've had it where the AI just keeps sending diplomats and spies against a position you've fortified so it can't get past. Basically, the AI stacks and stacks these units so you can expel them and the whole time the AI is getting pissed off at you for not letting its units through. Eventually, it attacks you. It is so predictable. So what I do is try to prevent such obvious pre-programmed responses from developing in the first place; i.e., I've edited the abilities of the diplos and spies. Making them subject to ZOC is the best move by far, IMHO.

                        Gatekeeper
                        "I may not agree with what you have to say, but I'll die defending your right to say it." — Voltaire

                        "Wheresoever you go, go with all your heart." — Confucius

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                        • #42
                          Originally posted by Gatekeeper
                          ..... So what I do is try to prevent such obvious pre-programmed responses from developing in the first place; i.e., I've edited the abilities of the diplos and spies. Making them subject to ZOC is the best move by far, IMHO.

                          Gatekeeper
                          What are the specific changes to rules.txt that would implement this change? i.e exact lines to be added/modified?
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                          • #43
                            OK, I guess I'll toss in my two bits. If the Howitzer were really that powerful then we'd put these guns on our MBTs.

                            The Attack factor is more than just the effectiveness of the gun. Maybe the howie includes light infantry protection and spotter squads. Still, a huge factor is the ignore walls ability. I'd lower the Attack strength back to 10, hp to 2, keep the 2 move and ignore walls.
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                            • #44
                              Originally posted by Paradox
                              What are the specific changes to rules.txt that would implement this change? i.e exact lines to be added/modified?
                              to take out the ZOC immunity change these lines:

                              Diplomat, Esp, 0, 2.,0, 0a,0d, 1h,1f, 5,0, 6, Wri, 000000000000010
                              Spy, nil, 0, 3.,0, 0a,0d, 1h,1f, 8,0, 6, Esp, 000000000000011

                              to this:

                              Diplomat, Esp, 0, 2.,0, 0a,0d, 1h,1f, 5,0, 6, Wri, 000000000000000
                              Spy, nil, 0, 3.,0, 0a,0d, 1h,1f, 8,0, 6, Esp, 000000000000001
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                              • #45
                                Paradox:

                                The code provided by ColdWizard (the "Wiz" ) should satisfy your needs, but make sure to have a backup copy of the RULES.TXT file before messing with it. Particularly so if you decide to change the Universal Values (first-hand experience with this one).

                                Gatekeeper
                                "I may not agree with what you have to say, but I'll die defending your right to say it." — Voltaire

                                "Wheresoever you go, go with all your heart." — Confucius

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