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  • #61
    So the debate implies Legions are not used. So why not to change their stats? Boco's suggestion looks interesting.
    Civ2 "Great Library Index": direct download, Apolyton attachment

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    • #62
      What do you think about removing the GW from the rules.txt?

      Imo the advantage the GW gives is too huge, because you can't sabotage the walls in a single city...LH is too kind of a bit overpowered - one need up to 5 normal triremes to destroy 1 vet trireme

      I normally play 1x1xdeity maybe the things change with 2x2xking don't know...
      "Only after the last tree has been cut down,
      only after the last fish has been caught,
      only after the last river has been poisoned,
      only then will you realize that money cannot be eaten."

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      • #63
        I don't think you need to change the rules.txt to prevent players building certain wonders, you just agree not to build them at the start of the game.
        The difference between genius and stupidity is that genius has its limits

        Hydey the no-limits man.

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        • #64
          There is a debate about GW and SunTzu at Civ2-Strategy. Some people thinks ST is better that GW. GW expires early, ST makes vet ironclads.

          Anyway I would prefer to adjust stats of a wonder than to make it impossible. You can make it more expensive, move under another tech or let it go obsolete sooner.
          Civ2 "Great Library Index": direct download, Apolyton attachment

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          • #65
            Originally posted by C-F-G
            LH is too kind of a bit overpowered - one need up to 5 normal triremes to destroy 1 vet trireme
            What is LH?
            Civ2 "Great Library Index": direct download, Apolyton attachment

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            • #66
              Lighthouse.

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              • #67
                u dont need 5 boats....2-3 max will take out a vet trireme unless you have bad luck....

                gw blows...it only prevents the inevitable if your under siege...which is the horror of seeing vet cannons replace those catapults
                Boston Red Sox are 2004 World Series Champions!

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                • #68
                  Typo here?

                  Boco, I think you meant to say:
                  [Defender fortified]
                  Vet legion vs archer -> 82%
                  Musket vs archer -> 87%

                  [Defender in Fortress]
                  Vet legion vs archer dfx3 df×2 -> 65%
                  Musket vs archer dfx3 df×2 -> 59%

                  [Defender behind Walls]
                  Vet legion vs archer dfx3 -> 49%
                  Musket vs archer dfx3 -> 42%
                  If you really want Legions to be more effective, I'd say dropping cost from 40 to 30 would do it. Might as well change Archers to obsolete with Iron while you're at it. That would make Iron far more valuable than the mere stepping stone to Gunpowder you MP guys call it.
                  [mumbles] Barbarians!
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                  • #69
                    Thinking out loud, as it were, does the 172 trick cause the unit to suffer partial move rejection when trying to enter rough terrain? That would be a major drawback.
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                    (")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)

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                    • #70
                      Originally posted by C-F-G
                      What do you think about removing the GW from the rules.txt?

                      Imo the advantage the GW gives is too huge, because you can't sabotage the walls in a single city...LH is too kind of a bit overpowered - one need up to 5 normal triremes to destroy 1 vet trireme

                      I normally play 1x1xdeity maybe the things change with 2x2xking don't know...
                      Yes, my earlyest Magalans to date was in 1850BC, when playing on anything bigger then 50x50 you realy dont want to spend 4 vans on LH but instead getting 4 techs and the 500-1000 extra gold to build the 8 you need for Magalens.

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                      • #71
                        Originally posted by Straybow
                        Thinking out loud, as it were, does the 172 trick cause the unit to suffer partial move rejection when trying to enter rough terrain? That would be a major drawback.
                        Probably not, since the Legion has his full movement.
                        Civ2 "Great Library Index": direct download, Apolyton attachment

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                        • #72
                          Interesting discovery , you can make movable fortresses with say stats 0,10,1/3.

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                          • #73
                            Re: Typo here?

                            Originally posted by Straybow
                            If you really want Legions to be more effective, I'd say dropping cost from 40 to 30 would do it. Might as well change Archers to obsolete with Iron while you're at it. That would make Iron far more valuable than the mere stepping stone to Gunpowder you MP guys call it.
                            [mumbles] Barbarians!
                            That makes more sense. But we do like to minimize changes to the rules. While we usually play with the same people, there are enough new players. They will read the RAH rules thread and still laugh at you when you build oracle not realizing that it has been extended.

                            RAH
                            It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
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                            • #74
                              Thanks for the typo correction, Straybow.

                              SlowThinker's right. You can always move one square. So, mf=1/3 is one slow alpine unit.

                              You can actually have af's>0 for mf=1/3 (i.e. 171). When they attack, you get the tired message. If the af is 0, partisans will have a heyday.

                              I suggested the mf=172 because it is a less drastic change than cost=30.
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                              • #75
                                too many rule.txt changes makes the game fuzzy
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