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Jon Miller
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also, if we added one content face to the colosseum
not only would it be better for most civs (40 cost per face)
but would come earlier
this would not be ballanced at all
Jon Miller
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RobC
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Captured artillery units are maintenance-free. Not a big deal in SP perhaps, but a possible exploit in MP
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RobC
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quote: Originally posted by korn469
alexman
adding a lethal stealth attack flag, then selecting tanks, modern armor, etc as the only units air units can stealth attack fixing the problem of air units killing infantry
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This seems like a perfectly reasonable (although a bit time-consuming) workaround to me.
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Nor Me
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I disagree about removing the AI offence flag from Num. Mercenaries. They are frequently worth 50% more as an attacking unit to the AI than archers and I've not seen them built ahead of swordsmen.
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RobC
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quote: Originally posted by korn469
RobC
you could also use it in Mods and Scenarios, either suggestion, "lethal stealth attacks" or "immune to lethal bombard" would work, and both could give modders more options |
But the former (selecting which units may be stealth attacked) is already in the editor...
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Nor Me
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quote: Originally posted by Jaybe
No need for concern. In PTW I had bonus res converted to strategic res so I could have them disappear. The AI wouldn't give me piddly squat for any of them.*
*Unless one was required for something and they didn't have it. |
But being required to be in the city radius for an improvement is enough to give a resource value to the AI even though it's useless to trade for.
I've pointed out that the Iron Works is resposible for a third of the AI trade value of Iron in the ancient age before now.
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Nor Me
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I've not seen it build enough mercs when it has Iron to be a serious disavantage.
If building mercs instead of archers is often an advantage, then that is likely to be more important.
It's not as clear-cut as for the other units.
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dexters
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Vancouver, Canada
Nov 2001 time: 05:32
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Alex,
I'm going to push again for the suggestion for the AI navies to switch to tile bombardment. The current set-up is NOT working.
The AI has now been improved sufficiently to field large navies, and it would be a waste in the Epic games to see all these ships bombard essentially useless targets.
Tile improvement bombard were what navies used to do in Civ iii and PTW. Let's return it that way.
Edit: The alternative of course, is to increase naval bombard strength so it does more damage to units fortified in cities and make them 'smarter' at massing near cities where they are abound to land their troop stacks.
Last edited by dexters on 14-11-2003 at 08:05
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dexters
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Vancouver, Canada
Nov 2001 time: 05:32
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WS, I think that will lead us back to the abuse scenario that ruled out Alex's initial suggestion of lethal land. While it will be harder, all you do is have a navy show up to a coastal cities, bomb for several turns to trash barracks and send in troops by land to finish it. Might as well plaster "We are the new arty exploit of the high seas" next to the destroyers.
I personally think tile bombard causes significant damage and is relatively easy to implement since this is what the AI used to do. smarter bombardment of tiles will certainly be welcome, but with top tier AI civs now easily fielding 20 destroyers, + battleships and cruisers (under Standard maps), having that fleet show up to level your tile improvements would create enough damage for the human player, while at the same time, not allowing human players to 'exploit' a gameplay mechanic, like the arty stacks of doom that have grown so popular.
In conclusion, title improvement bombard is really what will work best. The original design was correct, and BA and Firaxis should change it back. This coupled with large AI navies should make things very interesting.
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PrinceBimz
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I would like to see bombardment simply changed back to how it was in vanilla CIV3. That is with the AI attacking improvements and infastructure/garrison damage.
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Master Zen
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of naughty
Jan 2003 time: 23:32
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Some of us were quite vocal in some of these changes during the beta test. I for one was among those who advocated eliminating the hardcoded distinction between MGLs and SGLs. Same was also said about removing the hardcoded unlimited movement from railroads. Unfortunately, the answer was quite simple: those changes would require to much code change to be worthwhile. Not being a programmer myself I guess there's not much we can really do about it. So, don't want to sound like a party-pooper but this excuse might make it very likely that many of these suggestions, while very good IMO, will not be implemented.
Now that I got that out my system, here's a change I would like:
NO LETHAL BOMBARD FOR BOMBERS
Bombers have INCREDIBLE bang-for-the-buck, heck, they usually never even make Stealth Bombers necessary. To top it off, now they have lethal land bombardment?!? I remember a scenario in the beta test where my bombers would simply wait in an offshore city and pick off enemy units one by one as they came into view. I didn't even have any troops in the enemy territory and his army was decimated. How real is that for a WW2-era military unit?
How many WW2 heavy bombers sank enemy ships? How many WW2 heavy bombers destroyed army formations? This is not only unrealistic from a historical point of view, but it makes the bomber unit just TOO powerful. Yeah I b*tched about this one too during the beta... 
(btw, I understand that in the WW2 Pacific scenario the lethal bombard makes the scenario more realistic but emphasis here should be on the epic game default rules.)
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