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AU mod: Cavalry

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  • well, the new patch changes _everything_!

    a fortified musketman in a size 7-12 grassland town (4*(1+.1+.25+.5) = 7.4 defence) now has a clear advantage. in a city (4*(1+.1+.25) = 5.4) a more or less equal chance. cavarly won't have any chance against riflemen.

    therefor i think a 6,3,3 are good stats.

    with these changes, let's rediscuss everything from the beginning...
    - Artificial Intelligence usually beats real stupidity
    - Atheism is a nonprophet organization.

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    • It's true! Veteran Cavalry after the patch will have just a 25% chance to defeat a Veteran Musket fortified in a grassland city, down from 39%.

      And against Riflemen, forget it: down to 3% from 20%.

      This is not necessarily a good thing for balance though, as Cavalry now defeats a fortified Veteran pikeman 90% of the time, up from 70%, and the AI has usually has mostly pikemen to offer against the human.

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      • Put a different way, Cavalry versus fortified Spearmen are now more effective than Tanks versus fortified Spearmen used to be...

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        • Originally posted by sabrewolf
          well, the new patch changes _everything_!
          Nevertheless, this discussion was excellent.

          ( ... waiting for the beta patch to try out 6.3.3 Cavalry vs. Musketmen ... )
          "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

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          • And don't forget to look at what a Cavalry Army can do (extra attack, movement, pillaging etc)
            "An Outside Context Problem was the sort of thing most civilisations encountered just once, and which they tended to encounter rather in the same way a sentence encountered a full stop" - Excession

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            • oh, yeah... that makes armies even less beatable... even less HP losses in every battle. wow
              - Artificial Intelligence usually beats real stupidity
              - Atheism is a nonprophet organization.

              Comment


              • alexman, now that the combat changes have been cut from the beta patch, you might as well start a poll about taking 1 attack point away from Cavalry, Cossack, Siphai.
                "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

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                • Any panel member should feel free to set up a poll after the discussion is done, but here it goes anyway:

                  AU mod panel: You have 24 hours to vote on the following:
                  1. Yes/No: Reduce attack factor of Cavalry, Cossack, and Sipahi by 1?
                  2. Yes/No: If 1. results in a "Yes", reduce attack factor of Sipahi by an extra 1, and its cost by 10 shields?
                  3. Yes/No: If 1. results in a "Yes", add new Cavalry upgrade units to Nationalism, with identical stats as current Cavalry, Cossack, Sipahi?
                  4. Yes/No: If 3. results in a "Yes", increase cost of Nationalism Cavalry units by 10 shields.
                  5. Yes/No: If 3. results in a "Yes", use unique graphics for the Cavalry units at Military Tradition. This means maintaining a separate, second version of the AU mod with no extra graphics but identical game play.


                  More decisions to follow, concerning graphics, if the result of item 5. is "Yes".

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                  • My votes:
                    1.Yes
                    2.No
                    3.Yes
                    4.No
                    5.Yes

                    Comment


                    • 1.Yes
                      2.No
                      3.Yes
                      4.No
                      5.Yes

                      Comment


                      • 1. Yes.
                        2. No.
                        3. No.
                        4. No.
                        5. No.

                        How about we keep it simple for now (i.e. reduce Cavalry Attack to 5, and see how that goes)?
                        And her eyes have all the seeming of a demon's that is dreaming...

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                        • 1. Yes
                          2. No
                          3. No
                          4. No
                          5. No

                          Even though I've been playing with the upgrade at Nationalism in my own mod, I tend to agree with Theseus and Dominae that a more conservative approach is best for the AU Mod. Thus, I'd like to try just the reduction in Cavalry/UU strength, and reevaluate a possible upgrade at Nationalism at a later date.
                          "Stuie has the right idea" - Japher
                          "I trust Stuie and all involved." - SlowwHand
                          "Stuie is right...." - Guynemer

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                          • 1. Yes.
                            2. No.
                            3. No.
                            4. No.
                            5. No.
                            The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                            Duas uncias in puncta mortalis est.

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                            • 1: YES
                              2: NO
                              3: NO
                              4: YES
                              5: YES

                              Regarding '3': A Light Cavalry - Cavalry upgrade should be reconsidered at a later date. I'm all against a 'Light Cavalry / Light Siphai' approach because this means creating a second UU for two civs.

                              Regarding '5': I'm only for distinct graphics for the Light Cavalry, because that's the only new unit I'd possibly want to include.
                              "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


                              • I strongly agree with a simple reduction to 5-3-3. However, a cost reduction of ten could be in order.
                                "You're the biggest user of hindsight that I've ever known. Your favorite team, in any sport, is the one that just won. If you were a woman, you'd likely be a slut." - Slowwhand, to Imran

                                Eschewing silly games since December 4, 2005

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