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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:32
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One more note: I just read in the Creation forum Willems proposal to fix the AI-army-problem (make combats spawn armies instead of leaders). I think the loss of the ability to rush small wonders (other rushes aren't worth to burn a leader anyway) may be a fair tradeoff for having a militarily much more competitive AI. The only question i'd have is, what would happen, if the player exceeded the army limit (1 per 4 cities)?
What does the AU High Council think about this as temporary solution?
EDIT: Forget this one. I just saw alexmans comment from yesterday in the C3C forum.
Last edited by Sir Ralph on 19-05-2004 at 20:19
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Bibor
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Hi to all! I'm new to the Apolyton but hell i played all 3 civ's and SMAC! :P
I have a suggestion to the AU C3C mod 1.05 (its great as is, but I have a suggestion for improvement).
1. AI is not using cannons for offense. This is okay since it has some several other units to compensate (archer, bowman etc.), but, aside from this ai bug (i.e. AI never really does a planned invasion), i think that there might be a problem solver...
2. Maybe one of the reasons AI does not use cannons is that they are wheeled. ? I rarely saw'em build chariots too... okay, i don't build chariots etiher, but they rock at exploration for non exp. civs. (except if surrounded by mts and swamps)...
3. Anyway, my suggestion is to include, from cannons to modern a lesser, weaker but portable type of cannon (as they really exist) without the "wheeled" attribute. The ancient age equivalent would be the Ballista, and the medieval age equivalent would be the "repeating ballista" (i think its called helepolis or something).
This would make a "fine tuning" of units, since you would have the choice of units:
- heavy artillery (4.ex catapult)
- special artillery (4ex. ballista)
- defense unit (4ex. spearman)
- special defense unit (4ex. archer)
- offense unit (4ex. swordsman)
- special offense unit (4ex. horseman)
There's already a similar tactis in modern naval combat:
- transport unit (transport)
- special transport unit (carrier)
- defense unit (destroyer)
- special naval defense unit (AEGIS)
- naval domination unit (cruiser)
- special naval domination unit (battleship)
:P
Bibor
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:32
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Yes, thanks Theseus! 
I just had a chance to look at the spreadsheet, and there are a couple of typos:
- Ancient Cavalry doesn't get an extra HP in the AU mod.
- The curragh can't actually sink in the ocean because it can't enter it.

- The Crusader upgrades to Guerilla.
- The Keshik has zero-range bombard of 2
- The Conquistador has a defense of 3
- The Trebuchet costs 35
- The Privateer has no maintenance
- Modern Armor has a defense of 14
- Artillery, Radar Artillery, Tank, Mechanized Infantry, Modern Armor, Panzer can't enter jungle/mountain/etc
- Bombard strength of Artillery is 10
- TOW Infantry and Guerilla have ZOC
- Special Forces have stealth attack
- Helicopters, not Bombers, have lethal land bombard.
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:32
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Numidian mercenaries already have the AI offense flag, both in stock and AU mod.
We considered removing the AI offense flag in the Defensive units with attack capabilities thread, but the panel voted not to make that change.
Edit: the reason you were not attacked is that the AI did not have any offensive Numidian Mercenaries at the time, and did not want to remove the defensive ones from defending the city.
Last edited by alexman on 06-08-2004 at 20:39
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