 |
|
donZappo
|
|
Heh, you called it a trireme. Now there's a flashback...
|
|
|  |
 |
|
CerberusIV
|
|
I tend to play continent or archipelago maps and curraghs are a real boost to human exploration - very important with communications and map trading pushed on into the medieval. I am usually finding myself playing tech broker for most of the ancient era before the AI's get round to galleys and making their own contacts. IMO curraghs are a major boost to the human player as it is without any further improvement.
|
|
|  |
 |
|
CerberusIV
|
|
quote: Originally posted by steven8r
It would be useful to have them transport at least 1 unit. That way, you could pop the 'goody huts' that you find with your curraghs. As it is, you can find the huts, but they are essentially useless.
I think I will add this in my next mod. |
You might consider flagging them to only carry foot units so they can't load settlers in that case.
|
|
|  |
 |
|
asleepathewheel
|
|
listening too long to one song
Mar 2002 time: 00:32
|
|
when a curragh moves 2 (or 3) and a warrior moves 1, then.....
if allowing passengers would make the ai more likely to use, then I think its a good change. otherwise, it just makes it easier on the human.
|
|
|  |
 |
|
donZappo
|
|
I just ran a couple debug games and it looked to me like the AI won't use the curraghs to transport settlers if you only let it only carry one unit. You'd have to let it carry two if you wanted to have the AI exploit it as an early settler ship. This might make it too powerful in the game.
|
|
|  |
All times are GMT. The time now is 05:32. Apolyton Time is 00:32. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|