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AU: A MOD for the curiculum

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  • #76
    This will certainly reduce micromanagement, and help colonize new land faster. The real question is, as usual, will the AI take advantage of it, or will it help only the human?

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    • #77
      My only suggestion after browsing the 0.6 readme: With the Military Academy no longer requiring a victorious army, I'd be happy to pay the original 400 shields for every army I build (like for the Academy, which is sort of Army no. 0).

      Outstanding work!

      EDIT: Caught another bug. If you want ironclads upgrade to battleships, you must also check the 'upgrade unit' flag (under 'special actions').
      "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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      • #78
        Re: Re: Re: AU: A MOD for the curriculum

        Originally posted by alexman
        Even though these defensive units won't attack very often, I think 20 shields for one movement point a bit too much.
        For unit with 70 shiled cost 10 shield difference is nothing.

        So, yes 20 shields for 2 movment is NOT to much.



        Are you sure about that? I have NEVER seen the AI attack with musketmen. In fact, I have never seen the AI do anything with their defensive units except protect their city/offensive unit/settler.
        They attack if odds are HUGE inthier favor.
        Like Infantry attacking heavily wounded Cavalry (happend to me in v1.07)

        What do you think of the idea of giving Musketeers +1 movement instead? That way the AI uses them properly. Otherwise I doubt it would build a 4-attack, 50 shield unit for offense when a 4-attack, 40 shield unit is always available (longbowman).
        You won't need to defend such Musketeer.

        As for that 2 movment, some humans players wold be annoyed when they find out that they can't build mov 2 defender after discovering Nationalism.

        I have never seen the AI build explorers. Does it? If not, then this is not fair for the AI.
        Just wanted to add some flavor for human players.
        Even without 1 defense, human player will use them as pillagers.

        So in won't make any big difference.
        (and would add some fun)

        I know I suggested these changes to your MOD, but I'm afraid these options are not used by the AI. Making them cheaper will just help the human. If anyone ever sees the AI use propaganda, we will definitely consider making it cheaper.
        It's more like a money porbelm, not willignes probelm.




        As for Paras defense 10 problem:
        When you start to use Paras often you'll already have Mech. Inf.
        And don't foget that Paras req. BOTH OIL & RUBBER.

        So you won't have Infantry vs Paras choice.

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        • #79
          OK, let's settle the remaining issues before we freeze this MOD at 1.0 for AU103:

          1) Airlift for workers and/or settlers?

          2) Restore Army cost, now that Military tradition is available without a victorious Army (Armies will be more common because of this. Are two changes for the same reason an overkill?)

          3) Any other last minute suggestions?

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          • #80
            Like I said before: Airlift for settlers/workers - no, restore army cost - yes.

            Upgrade paths: Swordsmen/Longbowmen upgrading to Riflemen (from player1's mod) has not been included on purpose, and PtW's new medieval infantry will change things anyhow. But what about Frigate/Man-O-War and Privateer upgrading to Destroyer?

            Other suggestions: None that can be termed 'last minute'.
            "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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            • #81
              Frigate/MoW to Destroyer... ok, sure. Privateers? No. My $.02

              -Arrian
              grog want tank...Grog Want Tank... GROG WANT TANK!

              The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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              • #82
                Re: Re: Re: Re: AU: A MOD for the curriculum

                Originally posted by player1
                As for that 2 movment, some humans players wold be annoyed when they find out that they can't build mov 2 defender after discovering Nationalism.
                True, but 2/4/2 Musketeers share this 'feature' with 1/2/2 Impis in vanilla v1.29.

                And BTW, another last-minute suggestion: player1 is right IMO that jaguar warriors upgrading to swordsmen is a bad idea, because their usefulness lasts much longer. If you don't want to introduce additional upgrade path, make jaguar warriors upgrade to nothing.
                "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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                • #83
                  I would like to see settlers and workers airlifted. Not for historical accurateness (I don't give a damn on it, hello Coracle?! ), but for less micromanagement. I don't think that this is a key feature, from which depends the AI to be strong or weak. It's just a nice-to-have in the late game, what is a clickfest anyway. Every tweak for more convenience is ok.

                  And what was the purpose to drop the upgrade Swordsmen and Longbowmen?

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                  • #84
                    Re: Re: Re: Re: Re: AU: A MOD for the curriculum

                    Originally posted by lockstep

                    True, but 2/4/2 Musketeers share this 'feature' with 1/2/2 Impis in vanilla v1.29.
                    Impis upgrade to musketmen, however. Let's make musketeers upgrade to infantry (they'll get their two moves back soon enough with mech infantry).

                    player1 is right IMO that jaguar warriors upgrading to swordsmen is a bad idea, because their usefulness lasts much longer. If you don't want to introduce additional upgrade path, make jaguar warriors upgrade to nothing.
                    You're right, that's a good idea. Vel would be happy.

                    Also, I will restore the original cost for Armies and make Frigates upgrade to Destroyers. Sounds good?

                    AU 103 is on its way!

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                    • #85
                      Originally posted by Sir Ralph
                      And what was the purpose to drop the upgrade Swordsmen and Longbowmen?
                      Theseus termed it as 'too far away from stock Civ3'.

                      Originally posted by alexman
                      I will restore the original cost for Armies and make Frigates upgrade to Destroyers. Sounds good?
                      Yes, but don't forget the Man-O-War. As for the privateer ... if anyone thinks they are useful when destroyers arrive, I can life with them in my build menu.
                      "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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                      • #86
                        At some point, as we learn more about / get closer to PTW, we'll probably want to pre-replicate (?) the medieval infantry... but not yet.
                        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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                        • #87
                          BUG REPORT: If you want unit A upgrade to unit B, you must also check the 'upgrade unit' flag for unit A (under 'special actions'). This needs to be done for all new naval upgrades, i.e. Frigate, Man-O-War and Ironclad.
                          "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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                          • #88
                            Oh crap, alexman already generated the AU 103 game with the mod. Can this still been fixed?

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                            • #89
                              I don't know, although it may be possible with Gramphos' multitool.
                              "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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                              • #90
                                I updated my won "Patch suggestion MOD" to v1.32
                                Have used some ideas from this thread (Great Wall and Military Academy suggestions).

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