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Rusty Nail
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Copenhagen
Jan 1970 time: 05:16
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I ran into a couple of additional issues today. (1) Twice I had war declared on me when I did not wish it to happen simply because I sent a colonist through neutral territory and each of them ran into an invisible partisan en route. Surely this is not intended. Normally there would be a warning that further movement will mean war. It is a pain having to reload to avoid this situation in a time-consuming late game. (2) My carrier will not allow my jet fighters to relocate on the carrier. This seems to be a bug.
Generally speaking, I think the added units and options and additional strength and movement of warships makes for a much better late game.
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Rusty Nail
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Copenhagen
Jan 1970 time: 05:16
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another hiccup
In the current version, the paratroop drop and its move to another airbase requires an Airforce Installation rather than an Airport, as stated in the Civilopedia.
By the way, my carrier won't receive my stealth bombers either.
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Hurricane
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Arctic Hill
May 2001 time: 07:16
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I had high hopes for this mod, but I find the number of bugs and play balance issues makes it boring to play.
First there is the carrier issue. No air units can land on it.
Then there are the invisible partisans. With fast moves for everybody and no combat animations you won´t even notice that enemy partisans are wreaking havoc inside your empire. Not to mention the forced war if you bump into them.
The 3-pop wheeled settlers is an enourmous advantage for the human. The AI doesn´t understand to crank out a few warriors or scouts while waiting for the city to grow before starting on the settler, and it doesn´t understand to build roads through jungles and mountains in preparation for the settler.
Bombers are now too powerful with their 2 moves, which means they can bomb 2 times or relocate and then bomb during the same turn. On the other hand, helicopters are now useful since they can drop several units during the same turn. Artillery in general is much stronger than under the normal rules, and 10 artilleries will reduce almost any stack to only 1 hp units.
While all this might be good in principle and perhaps logical, it makes the human overly superior over the AI with its limited intelligence.
So Korn, stay low, focus on your more important issues, and only modify the mod for MP use after PTW has been published. No need to tweak it for use in SP, since I think Firaxis original version really is the best when it comes down to balance between the AI and the human. I still haven´t seen one mod which would give the AI a play advantage over the human (not counting masochist AI bonuses on deity level).
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