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player1
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Belgrade, YU
Sep 2001 time: 06:18
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quote: Originally posted by lockstep
IMO, this is a very big change in gameplay with mixed effects. I don't like the idea. |
Yes, it is a big change.
But maybe not too bit change.
quote: Originally posted by lockstep So making the Jaguar Warrior to Swordsman upgrade tactic impossible (as until v1.33 of your mod) is a good compromise. (BTW, when playing as the Zulus and having no horses, I also lose my own mobile unit at some point. Does that mean Impis should upgrade to Horsemen too?) |
But you lose Impis after Gunpowder.
That's pretty late in game.
And even then, it's possibile that you also have no Saltpeter. 
And some people realy like "pay 40gp, get upgraded unit" tactic.
You know, that could benefit Aztecs too.
Converting all those Jaguars to Horsemen (if not to Swordsmen).
quote: Originally posted by lockstep Skipping parts of the upgrade chain for a UU is one thing, entirely changing a UU's upgrade chain is another thing. And what if I'd like to build jaguar warriors (cheaper) and horsemen (more powerful on the attack, and still mobile) at the same time? What if I'd like to build jaguar warriors in the early middle age (which is impossible in v1.34 of your mod because Horseback Riding is needed for era advancement)? |
Hmm...
You could just keep several weak cities unconnected with Horses.
Your more powerfull cities would probably not need such thing since they would be capable of building highly advanced units anyway. (and there is always pillaging Explorer)
Jaguars are just much more importatnt in ancient era then in medivial anyway.
P.S.
Somehow if you look more closely Jaguar Warriors are just better Chariots.
Cheaper and can go through Mountains and Jungles.
P.P.S.
What if I want to build Mounted Warriors after I get Chivarly?
Much cheaper and still with good attack.
Pretty similar probelm.
Unfortunately you can't get both "pay gold for upgrade" tactic and "build cheap unit" tactic with same unit.
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player1
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Belgrade, YU
Sep 2001 time: 06:18
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Since Civ3 PtW is coming soon, I have some questions here.
How should Guerrila be implemented in PtW version of this MOD?
At first, I'll assume that Firaxis will make Guerrila with only offense AI flag selected.
Since, when you are lacking of resources, you could build Riflemen too (since Rifles don't upgarde to Guerrilla). And that's better option since Riflemen is cheaper and upgrades to Infantry, while Guerrila is not. Giving it defense flag would just give a lots of problems. It would be like Swordsmen with defense AI flag.
I have some possibile solutions.
Solution close to core Civ3: Swordsmen and Longbowmen upgrade to Guerilla. Guerrila has attack of 7 (or maybe even 8), and cost of 80.
The probelm with these solution it that's not enough compatibile with PS MOD itself. Original idea of getting these units upgrade to Riflemen is done in order to remove those units from build list in early Industrial age. Having Rilemen (attack of 5) and Longbowmen in same queue just doesn't feel right.
Solution close to idea of PS MOD: Guerrila has attack of 8 and cost of 80. Nothing upgardes to it, but on the other hand you get reource free unit with same offense power as Infantry, but a little lower price.
Solution looks good for me, and old Sowrd & Bow units are not hosed, since they cen be upgraded to Infantry as before in this MOD. Personnaly I would vote for this option.
Radical, but interesting solution: You get Guerrila with Nationalism. It's same as original, but with cost of 80. Riflemen get attack of 4, and offense AI flag removed. Infantry (in order to balance things) get attack lowered to 7. All old offense foot units (Sword & Bow) upgrade to Guerrilas.
This way you got early Industrail offense foot unit and anicent units get at top of their "upgarde chains". The only probelms are that Guerrilas maybe look "too modern" comapred to Riflemen (but it's probably not too much), that Guerrilas are supposed to be guerrilas, not "stormtroopers", and that whole idea looks too radical for this MOD (tech preq. change).
Comments?
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player1
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Belgrade, YU
Sep 2001 time: 06:18
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The problem with that is that you'll need to insert new folder files for new units which would duplicate Rilfleme art folder.
Pretty messy, especily for a MOD which is supposed to be 25KB BIC only.
P.S.
For now, 7/6/1, cost 80 and nothing upgardes to it, seems like probably most possibile solution (in PS MOD spirit).
(at least, if you don't have Rubberm you'll get an offnsive
unit )
P.P.S.
By the way, what all of you think of Bezerk unit? (6/2/1/70, needs nothing, Amphibious, replaces Longbowmen)
As far as I can see, I would probably make it at least 10 shields cheaper (since Lonbowmen is cheaper too).
And maybe reduce attack to 5 and make it even more cheaper. Which would give 5/2/1/50 unit.
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player1
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Belgrade, YU
Sep 2001 time: 06:18
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I sent a mail to Speed Bump (Barry Caudill) about this, and here is response:
Me:
quote: Barry,
This time I'm not mailing because of the new update.
It's just about one little "AI problem"
AI is just building Paratroopers instead of Tanks (in this MOD).
When AI gets needed tech, it builds them instead of Tanks.
(paras have 8/10/1 stats)
Is there are way to prevent that AI suicidal behavior?
Is the same thing happening with original Civ3 paratroopers?
(6/8/1)
Is that a BUG?
P.S.
Luckly this behavoir stops after AI gets Modern Armor.
The way it is now, I have no idea what to do.
Thanks,
Andrej Damjanovic (aka player1)
Free MOD developer |
Speed Bump:
quote: See Soren's answer below. We just made a change to the AI for PTW that
should fix this problem. The AI will no longer put such an emphasis on
operational range. Thanks for the update.
Sincerely,
Barry Caudill
QA Manager
Firaxis Games |
quote: From: Soren Johnson
It is almost certainly the increase in operational range... although the
stat changes might make a difference too. I would suggest increasing the
cost, or decreasing the range and/or the ADM. You could probably get
away with just decreasing the range. |
For now, I think i'll reduce operation range back to 6 for paratroopers.
(and do same to Helicopters in order to make them balanced "one to another")
.
.
P.S.
By the way here are plans for next version:
Changes in ver 1.35
After some playtesting I moved back Steal Tech spy mission cost to original full value. It must have been something with 1.29f Civ3 patch. Since buying techs looks a little bit more expensive, and thus makes stealing tech in modern and industrial area way to cheap (in cases when 1-3 civs have needed tech). This should fix that.
It seems that there was a bug in AI, which made AI controlled player to use Paratroopers as main offense force instead of Tanks, if you increase Paratrooper's operational range value to anything higher them 6 (confirmed by Firaxis AI guys).
Until Civ3:PtW comes out I'll reduce Paratroopers op. range back to 6. Same will be done to Helicopters in order to make them balanced with Paratroopers (so they'll both have same op. range value of 6).
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player1
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Belgrade, YU
Sep 2001 time: 06:18
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There is one idea that poped in my head, but I don't know is it good, nor should it be added in this MOD. So I need some comments.
It's about Cannons.
First let's compare Strenght of bombarding units.
Artillery (Bomb. 12, ROF 2, cost 80)
vs Cannons (Bomb. 8, ROF 1, cost 40):
Against defense target of 6,
Cannon takes out 0.57 HPs
Artillery takes out 1.33 HPs
Against defense target of 4,
Cannon takes out 0.67 HPs
Artillery takes out 1.5 HPs
Against defense target of 10,
Cannon takes out 0.44 HPs
Artillery takes out 1.09 HPs
Catapults (Bomb. 4, ROF 1, cost 20)
vs Cannons (Bomb. 8, ROF 1, cost 40):
Against defense target of 4,
Catapult takes out 0.5 HPs
Cannon takes out 0.67 HPs
Against defense target of 3,
Catapult takes out 0.57 HPs
Cannon takes out 0.73 HPs
Against defense target of 6,
Catapult takes out 0.4 HPs
Cannon takes out 0.57 HPs
.
So, at the end, Cannon is more then twice weaker then Artillery (thanks to lower ROF), plus has lower range.
Also, Cannon is NOT twice better then Catapults. Two Catapults do more HP damage then one Cannon.
.
Thus, I propose to decrease cost of Cannons to 30 shields (from 40 shields).
What do you think?
Would that be OK?
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Nor Me
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Giving Tanks,MAs and MIs an operational range of 8 but no orders to use it works for me.
A cost of 30 for the cannon shouldn't be unbalancing. As these tend to hang around and only be useful in large numbers, the upkeep would be the limiting factor anyway.
It would make upgrading catapults half price which something maybe.
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Nor Me
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Player1, putting the same reply/thread in multiple forums can be confusing. My first reply to this question was:
here
Basically, the governor at least prefers units with a higher operational range and ignores that airdrop flag!
While I have not playtested this exact alteration but I am currently playing a modern warfare scenario with an altered version of The Balancer mod. I can confirm that:
1. the A. I. does build altered tanks, MI and MA in large numbers and uses them correctly so far.
2. I cannot paradrop them even using the only keyboard short cut I know (remember upgrading?)
3. The A. I. builds Tanks,MI and MA over a 12/12/1, cost 190, ampibious, all terrain as roads, airdrop range 8 Commando.
This is the problem.
You could try asking Elucidus why this unit had airdrop but no operational range or why neither A.I. offence nor defence were checked and maybe get at least one positive whatever of this effect as a result.
Now which forum do I use for pontificating on cannons or possibly radar artillery? What if I want to mention your stealth figther/bomber balance in that post?
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Nor Me
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Does anyone know why I'm a settler again? I'm sure I wasn't last time!
(Contiued from here )
...
The radar artillery needs to be better at bombarding to be balanced but you have given it a movement of 2.
My suggestion is a compromise. A 0/0/2 21.2.1 with blitz, its better at the old tactic of sitting pretty and blasting 'em but is considerably worse at hit and run.
A bomard strengh of 21 is in line with the MA and MI defences of 14 and 18 compared to artillery vs. tanks or infantry.
It can now divide its fire but that is not too powerful compared with multiple 2/3 cost artillery.
A movement 2 radar artillery is useful in many situations where bombers are less. A bomber has to be in 6(or 8) squares of the frontline wheras a movement 2 artillery on railroad can run much further away.
This should perhaps then be toned down.
I apologise for a grave admission. Player1, I have not so far praised this MOD.
Sheer genius. Every Mod I have made has included its changes (No cheques will follow however.)
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Kuratko
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Olomouc, Czech Republic
Feb 2002 time: 06:18
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I have modified NetHog's summary files for v.1.36 of this mod. Hope somebody might find it useful. All credit goes to player1 and nethog, comments and bug reports to me. Zip file containing pdfs with Tech Tree and Unit Summary is hopefully attached.
Kuratko
Version 1.36c uploaded that corrects one error and some typos.
Attachment: player1_1.36c_sum.zip
This has been downloaded 1 time(s).
Last edited by Kuratko on 31-10-2002 at 14:29
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Kuratko
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Olomouc, Czech Republic
Feb 2002 time: 06:18
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quote: Originally posted by player1
So you should add "No jungle/mountain" to their description in units PDF. |
Added for Artillery, Tank, Mech. Infantry, Modern Armor and Panzer.
Cannon and Catapult already had it.
Thanks for checking.
Corrected version uploaded (see three posts back).
Last edited by Kuratko on 30-10-2002 at 18:43
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Kuratko
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Olomouc, Czech Republic
Feb 2002 time: 06:18
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Also, player1, I have some suggestions that you might consider in the next version of your mod:
1. What about raising the fortress defense bonus to 100%. In the current state I find them hardly useful....
2. Setting Privateer as a Barbarian sea unit. To me this seems a logical choice. It would make overseas expansion more difficult but still tractable using galleys (they will have 2hp, galleys with 2 hp are rather weak).
3. More controversial: What about improving the jungle to F/S/C=1/1/0? I know they can be cut but still it seems to me that civilizations starting in jungles are severely handicapped. Though bad luck is part of the game, jungle might be a too big penalty. On the other hand, jungles can help to separate two civs for some time which might be a good thing, I don't know, what do you think?
4. I still have a problem with Explorer. As it is, I rarely use it as an Explorer as it comes too late. I would either move it to earlier tech (Map Making?) or rename it as I use it rather as a rapparee destroying foreign improvements and 'spying'. Moving it earlier, however, would make it too strong with movement of 2 and 'all terrain as roads' which in turn would further weaken expansionistic trait. What do you think?
Kuratko
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