quote: Now let's put it all together |
Having just played my first "proper" game for twenty turns, I've seen a few errors which need correcting, and areas where tweaking is definately called for. I'll detail them here:
corrections
Map corrections: All minor cities now stackable; airbases now veterans to compensate for their low defence. Minor terrain corrections.
Nuclear units
The technology "Test Ban Treaty" is now renamed "Nuclear Disarmament" to distinguish from the wonder "Test Ban Treaty". Nuclear disarmament still makes nuclear missiles obsolete both is less valuable to the AI, and is now a prerequisite for Moral Intervention. This amendment means you will have more control over whether to allow nuclear units in the game, as Nuclear Proliferation is a low priority wonder, and by giving the Nuclear Disarmament technology to the AI means they cannot build them. Nuclear missiles now require Nuclear Weapons technology (as it should be), and cost 20% extra to build.
Tech correction
In addition, Da Vinci workshop is now obsolete. I was pleasently surprised when my helicopter carriers were upgraded for free, though this was not planned. Also there were two corrections needed to the Game.txt (one for a string).
Rogue units
There were two problems with the Rogue infantry units: 1. They were created as "green" units and not very effective in defence. 2. The 250m bonus of destroying a Rogue infantry unit was too high, and has now been set at 100m. The unit stats have been beefed up making them more potent, so the Rogues should truly be seen as a destabilizing threat rather than a cash cow.
other unit tweaks
Howitzer, Airbase and APC units now have anti-Tank ability. This makes the APCs a vital defensive unit to have in conjunction with the infantry units and SAM units. Infantry units are stronger on defence, mainly to avoid the SAM launcher being the choice defence unit. Tanks are slightly lower on defence.
Naval units have their defence stats tweaked: Frigates are higher, Carriers are lower. In addition the Submarines, Frigates and Cruisers are more expensive. Passenger ships can now only carry two units, making the choice between them and Container ships harder. A Container ship has three times the capacity, costs less to build and is slightly better on defence; Passenger ships are faster, but the maths are it would cost 480 against 120 to build enough ships to carry 12 units, and 6 shields against 2 to support them.
Cruiser missiles are now just missiles, though now they are dual-purpose SSMs and SAMs. As they have the fighter flag they will scramble (now launch) against strike jets. The maths are (approx), a 40% chance of damaging the plane when defending, a 20% chance of destroying the plane when defending, and a 33% chance of hitting the plane when attacking. As the missiles have a high firepower they might kill a unit they successfully hit, though the lower attack strength reduces the odds of a hit.
I reviewed Orbital Weapons Platforms (as if you'll ever use them) to make them cost 25% extra, halve the attack value, though give them trememdous firepower, and lower the defence value slightly. This improves combat odds against attacking units behind a Force shield, and intercepting advanced fighters. Plus one Veteran advanced fighter should be able to kill a "green" OWP. This is simply to balance combat when using these beasts.
If anybody has any comments or ideas, could you please do it before the weekend. Also do the MGE users want me to update the Game.txt to MGE standard in case you want multiplayer?
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