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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AU: A MOD for the curiculum
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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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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.
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.
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).
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.
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.
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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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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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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Frigate/MoW to Destroyer... ok, sure. Privateers? No. My $.02
-Arriangrog 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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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.
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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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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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.
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.
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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Originally posted by Sir Ralph
And what was the purpose to drop the upgrade Swordsmen and Longbowmen?
Originally posted by alexman
I will restore the original cost for Armies and make Frigates upgrade to Destroyers. Sounds good?"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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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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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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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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