This needs a bumping
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Updating the AU mod for C3C.
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We can start talking about changes long before we'll need a panel to decide anything.
I have the time and would be prepared to do it. Of course, I don't have conquests yet. I've pre-ordered it and Amazon.co.uk still expect it to be dispatched on Nov 9 so it might be some time still.
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I've already made some changes that I missed from the AU Mod (and the never released "Stuie_X" mod, now known as "Stuie_Q"). Specifically:
Rifleman +1 attack
Infantry +2 attack
Paratrooper +2 attack (and Modern Paratrooper got +2 attack as well)
I also went ahead with the Cavalry/Cavalry II idea we were discussing in the topped AU Mod thread.
Now Guerillas are another matter. I know AU had them as +2 attack, but I prefer giving them a movement of 2 and ignoring hills, mountains and jungle. Gives them a very nice feel and I've found the AI to use them quite effectively.
The only building modification I've made so far is to remove the "Requires victorious army" flag from the Military Academy. Especially with the increased strength of armies, I feel it is necessary for all Civs to have some sort of access to them.
I'm also thinking of reducing the cost of Coloseums to bring the happy face/shield cost ratio down below that of Cathedrals. The reason I would make the ratio lower than Cathedrals is that they end up with the same upkeep cost."Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
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Eugh, you peeps do realise that most players don't even have the game yet.
Other that
Btw, if Catt is interested, I would very much like to nominate him.Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
Then why call him God? - Epicurus
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Thanks for the nomination, NM! I guess this means I'll have to play Conquests even more now...
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IMHO 8D
Personally I would like to see Helicopters/paratroopers increased. You should be able to airlift Infantry at least 8 squares into an enemy country and at least 12 for paratroopers. As they are now i don't even build them.
I also like to see stealth bombers and fighters get a cost increase but also a damage increase.. You shouldn't need 30 stealth bombers per city. And stealthfighters just suck.. Id turn them into the F22, leave the bombard the same, increase their cost, but add air surperiority to them.
Cruise missles should have a very low cost.. that is the point of a 1 shot missle. 1/10 the cost of a plane.
(The only problem i have with my suggestions is i am not sure it will help the AI be better, It is just things i noticed)Last edited by Grazzit; November 13, 2003, 21:55.
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Originally posted by alva
Btw, if Catt is interested, I would very much like to nominate him.
Originally posted by alexman
. . . I'm afraid that many of them would not be interested because they have declared that they prefer to play under stock rules (for example, . . . , . . . , Catt, . . ., . . .)
Catt
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Originally posted by Stuie
I've already made some changes that I missed from the AU Mod (and the never released "Stuie_X" mod, now known as "Stuie_Q"). Specifically:
Rifleman +1 attack
Infantry +2 attack
Paratrooper +2 attack (and Modern Paratrooper got +2 attack as well)
I also went ahead with the Cavalry/Cavalry II idea we were discussing in the topped AU Mod thread.
Now Guerillas are another matter. I know AU had them as +2 attack, but I prefer giving them a movement of 2 and ignoring hills, mountains and jungle. Gives them a very nice feel and I've found the AI to use them quite effectively.
The only building modification I've made so far is to remove the "Requires victorious army" flag from the Military Academy. Especially with the increased strength of armies, I feel it is necessary for all Civs to have some sort of access to them.
I'm also thinking of reducing the cost of Coloseums to bring the happy face/shield cost ratio down below that of Cathedrals. The reason I would make the ratio lower than Cathedrals is that they end up with the same upkeep cost.
Sea movement cost increased to 2
Ocean movement cost increased to 3
Dromons, caravels and more advanced ships ignore move cost for sea. (Exception: Ironclads pay full move cost in sea and Ocean)
Carracks, Galleons, Privateers, Frigates, Man O'Wars and more advanced ships ignore move cost for Ocean.
Curraghs cost 20 and can carry 1 (to try and get the AI to build them). Role changed to Transport.
All Ships and Artillery have "Collateral Damage" flagged. (I haven't had a chance to try this out yet, it's been a long game )
Scientist specialist requires Writing. (attempt to get the AI to research Writing earlier)
NOTE: As of 980 AD not a single AI has Literature. I didn't bother with the Great Lib as I had a solid tech lead early. I can't use it as a prebuild anymore. You can't build obsolete wonders, even just for the culture.
Police Specialist moved to Feudalism. Temporary until the corruption bug gets patched.
Entertainers provide 2 lux
Increased cost of Statue of Zeus to 300 shields.
Reduced cost of the Mausoleum to 180 shields.
Reduced damage cleanup time by 1/3.Libraries are state sanctioned, so they're technically engaged in privateering. - Felch
I thought we're trying to have a serious discussion? It says serious in the thread title!- Al. B. Sure
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Originally posted by Nor Me
I have the time and would be prepared to do it. Of course, I don't have conquests yet. I've pre-ordered it and Amazon.co.uk still expect it to be dispatched on Nov 9 so it might be some time still.The Mountain Sage of the Swiss Alps
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