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Dominae
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quote: Originally posted by alexman
The problem with giving out a starting ship is that it's not possible to ensure that a civ will start by the coast.
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Good point. I was so happy with my solution there for a while!
quote:
And I suspect that teaching the AI how to perform suicide runs is outside the scope of a patch, although I hope I'm wrong. |
I feel the same way. I would be happy if the AI would just build and use Curraghs a lot more frequently than they currently do. I can accept the fact that suicide missions will always be a human-only strategy; I cannot accept the fact that an entire unit is only useful to the human player.
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Uber Krux: asking to get your favorite unit improved is not the point of this thread. The Mayans are just fine as they are (if not a bit too strong versus Restless Barbs).
Catt: I'm sure the designers will filter out what's important and what's not. If I were them I would wait a little, because these boards are all about hype. I think we should all play a little more to see what's really problematic and what's not (you have no idea how happy I am to do this now that the game is stable!).
Dominae
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Fried-Psitalon
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Not just another pretty face.
Dec 2002 time: 00:32
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I must disagree with adding any more lethal land bombardment. No offense, but some of the items on your list are awfully SP-centered at the expense of MP, and while I know all the arguments that SP is the core and we MP folk are sneezes in a gale, C3C attempted to balance the two worlds equally.
Lethal land bombardment for boats would be tremendously abused by humans in SP and MP both - give me an aircraft carrier, a battleship, a transport and a single marine and I'll own every coastal city on the map in short order.
Also, the seafaring trait may be strong enough in SP without the sinking bonus, but that's pretty darn appealing in the MP world, since a lack of contact can utterly doom one team or the other in short order if the opposition doesn't have that problem.
I said this a lot during the beta, so I'm not surprised to say it again here: Let's look for fixes that don't come at the expense of either the SP or MP community, even if that may be more challenging, rather than one that robs Peter to pay Paul. Part of the reason MP *is* a sneeze in a gale is because that has gone on for too long!
Respectfully,
Your MP-Playing-Only Friedrich Psitalon
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:32
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Kull: tech trading can be disallowed with the current C3C editor. Just mark all techs as non-tradable.
Dexters: I'm sure they changed the AI naval bombardment priorities for a reason (WWII conquest) so I'm not sure they would want to change it back that easily. I thought that giving lethal land bombard to ships would make it OK to have the AI bombard cities instead of tiles, because it then would have a chance to kill units, not just damage them only to have them heal again. I no longer think lethal bombard is a good idea though.
Korn: I already stated the problem you mention with giving civil defense a bombard strength, along with the solution. Of course the real fix would be to have an extra editor flag "works for level-1 cities only" for walls.
Fried-Psitalon: Good point about giving lethal land bombard to ships. I see now that the increased movement of ships make it possible to strike a defender and conquer his coastal city before he has a chance to strike back, especially if that defender is the AI.
As for the seafaring trait, of course the reduced sinking chance is appealing in MP. It's appealing in SP. Too appealing for the human, but unused by the AI. The reduced sinking chances are already inherent in the seafaring trait from the +1 movement!
NYE: The 'killer bugs' are not very many, and I'm sure Firaxis will fix them soon enough. The additional point of this thread was to point out other possible fixes that are easy to implement in a patch. By the way, the Republic unit support should not be a problem for the AI on higher levels where it gets loads of free support.
Last edited by alexman on 13-11-2003 at 21:03
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:32
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Sure they count, but the point of difficulty levels is to face a stronger AI as you go to harder levels, and a weaker AI at easier levels. Even Monarch-level AI Republic gets 8gpt plus 2gpt for each city.
Let's further investigate this Republic maintenance issue for the AI though.
Last edited by alexman on 13-11-2003 at 13:49
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droid
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Ottawa, Ontario, Canada
Jun 1999 time: 05:32
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I would like the ability to modify the rebase multiplier in the editor.
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RomanGod
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Move the shield limit for unit costs back up to 10,000 shields! Plz!!
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kwpulliam1973
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Alex - That makes sense about the worker movement points on Auto. - While I would like to see it, it would probably require an entire review of all the code related to auto-settlers - Too Complicated for a quick patch. Thanks.
On the suggestion of airliftable bombardment units. - I forgot to mention that Settlers are not airliftable either. unless there is a dead horse relevent to not making them airliftable, I would like to see that implimented for a standard game as well.
Thanks again for collecing all these posts and putting together a comprehensive - "Please Fix These While You're At it" list.
Kevin
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korn469
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Poetic Justic
Apr 1999 time: 00:32
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alexman,
URGENT KILLER-BUG FIXES (EVEN IF NOT SO EASY TO FIX):
sounds great  
Gamebalance Issues
I agree with the changes you propose to walls, though I don't think it would solve the bombardment problem. Plus I don't think it is an "easy" change.
Also changing seafaring probably isn't an easy change either. Plus it's easy to fix both suicide ships, and the Curraghs problem in the editor.
*Make sea and ocean cost 2 movement
*Make galleys and curraghs wheeled units, and make oceans impassible to wheeled units
*Make Curraghs have a transport capacity of 1 (not tested)
Coastal Fortresses, possibly a good change
Colosseum, again possibly a good change
AI behavior Issues
GS replacing MI, I'm not sure I don't play the standard epic game enough
Removing the offense flag, I don't think it's needed
Not making MPPs with enemies, sounds good
USER INTERFACE ENHANCEMENTS
I agree with all of these
EDITOR ENHANCEMENTS
agree with all of these, though instead of immune to lethal bombard flag, you could add a "lethal stealth attack" flag could do the same thing, and it could possibly be easier to code
two others for editor options
*remove the hardcoding from army movement rates
*removing the hardcoded distinction between scientific and military Great Leaders
*would like the ability to modify the rebase multiplier in the editor (from droid)
also did you miss the civil engineer bug? I think you should add it to this list
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:32
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What is the civil engineer bug?
Also, how will a "lethal stealth attack" flag prevent air units from killing infantry? I don't follow...
Last edited by alexman on 13-11-2003 at 22:59
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Jon Miller
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quote: Originally posted by alexman
Increase the happy faces for the Colosseum by 1. This way it becomes a viable alternative to Cathedrals for non-religious civs. Colosseums are probably currently the least-built improvement along with coastal fortresses.
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why?
this does nto seem like something that is broke
they are not meant to be the same, they are meant to be different with each having it's own advantages (not just the same buildign twice)
Jon Miller
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Jon Miller
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your suggestion would make cathedrals unuseful for anything but religious civs
lets look at the number
cathedral
160 cost
2 per turn
3 culture
requires tech to the middle ages
requires temple
3 content faces
colloseum
120 cost
2 per turn
2 culture
no prerequisites
early tech
2 content faces
the only advantages the cathedral has is in culture and content faces
in every other way colloseums are better
they cost less, are avaiable earlier, and don't require a prerequisite
Jon Miller
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Jon Miller
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the tech and prerequisites issue which you have ignored
Jon Miller
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