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player1
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Belgrade, YU
Sep 2001 time: 06:18
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quote: Originally posted by Kuratko
1. What about raising the fortress defense bonus to 100%. In the current state I find them hardly useful.... |
I don't think that that change alone would make people build fortress more often.
And if I'm not sure that some change would be good, then I try to keep old values.
Although there are some good uses. Like for extra defense in colony (having them both at same tile) or to guard a chokepoint.
quote: [SIZE=1]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). |
Having Pribateer with Cannons in ancient age would just kill the flavor.
Still it would be nice if barbarians could upgrade their fleet to Privateers in renesance.
But, unfortunately it's not possibile.
quote: [SIZE=1]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? |
Would not help.
You always get disease in jungles.
quote: [SIZE=1]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? |
There are uses, like using them for pillaging impovments behind enemy lines. And I gave them defense of 1 to help them in that task.
Alowing them earliers would make their graphic a little bit silly.
Anyway, Exapnsionistic civ already get Scout for early exploration.
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player1
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Belgrade, YU
Sep 2001 time: 06:18
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Here are the plans for PtW version of the MOD.
Since I don't have PtW yet, some thing would be maybe done differently.
First,
In order to make Guerrila in line with other units from this MOD, it will get attack of 7, and lower price of 80. Old units still upgrade to Riflemen, but benefit of Guerrila is to get attack of 7, when you don't have Rubber.
Second,
I realy have problem with Berserk attack of 6. These guys with big axes have as high attack as Gun-Armed Cavalry. So I'll reduce their attack to 5, but give then price of 50 shields. It's still a powerfull unit that can take out Pikemen or Musketmen.
Third,
Since in PtW, Stl. Fighter gets op. range of 8 (was 6), and Stl. Bomber gets op. range of 12 (was 8), that will be implemented in this MOD too. But also, I'll increase Bombers op. range to 8 (was 6), othervise Bombers would have TWICE lower range then Stl. Bombers, and that's way too much.
Non-PtW version will keep old op. range values, since Stl. Bomber still needs higher range then Bomber (8vs6).
Any other suggestions?
P.S.
By the way, 1.29f patch Bowmen had defense AI flag selected (offense too), while PtW Bowmen has not (according to one thread about BIC chnages).
Does defense AI flag for Bowmen work well for you (is Babylon competetive), or we should remove it too (in both versions of MOD).
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Gen.Dragolen
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Player1,
The US Navy has several classes of ships equipped with AEGIS Combat Systems, many of which are destroyers and frigates, since they are somewhat less expensive that larger ships to own and operate.
I agree with you thinking about changing the defensive value since their primary role is to protect ships like aircraft carriers from aircraft and anti-ship missles. They are not concerned about submarines, since that role is usually handled by non-AEGIS destroyers and firgates that have the very sensitive passive sonar equipment.
If you need more details, check out sites like Jane's, and you can get a feel for the specs they have on the system. Even the upgrades made to the New Jersey included elements of the AEGIS system, like the Phalanx guns on the bow and stern. The Phalanx system uses liquid cooled 20mm gatling guns firing depleted uranium rounds to knock down surface skimming missles.
D.
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player1
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Belgrade, YU
Sep 2001 time: 06:18
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VERSION 1.37 is OUT!
Comments to changes in v1.37
Privateers get increased movement of 4 in order to become more competitive. Although they have price of 40 (compared to price of 60 for Frigates), it's not overpowering considering that Frigate has both higher defense rating and very useful bombard ability.
Submarines get upgraded to Nuc. Submarines. Also, Nuc. Submarines get reduced cost of 120 shields (was 140). Considering that Nuc. Submarines are better in every way, there are obvious reasons for new upgrade chain. Still not so better to keep old price of 140 shields.
In order to make AEGIS Cruiser better at defense against bombers (that's the point of AEGIS), I increased their defense rating to 12. It's same defense as of Battleship, but since they are cheaper they become best in escort missions. Still in order to not make them too much dominating, I reduced their attack to original value of 12 (was 14 before).
Cannons get ROF of 2, but their price increases to 60 shields (was 30). This will reduce some micromanagement and make use of Cannons an interesting choice.
Workers "working speed bonus" in Communism is lowered to +50% (was +100%).
Since "worker bonus" was added more because of flavor (Communism is "worker ideology") and to make Communism more distinctive from Monarchy, I though that +100% bonus is maybe just too much. Still it's higher then original settings, in which Communism had no bonus at all.
AI defense was flag removed from Bowmen. Simply put, it was not good idea from first place. Although it could look logical at first glance, since Bowmen has defense of 2, they also upgrade to Longbowmen, an unit with defense of 1. And that could give some bad results for AI.
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Gen.Dragolen
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player1,
I don't know how old you are, but in the "pure" communist regimes like in Mao's China, Stalin's Russia or Pol Pot's Cambodia, communism made a worker's paradise in the only manner possible for them: you were one of the slaves or one of the guards.
There were some books written in the late 70's or early 80's by a defector who was a high ranking officer in the GRU. He did a book each on the Red Army, the GRU and Spetsnaz. Among the topics he covered was why he joined: he had no Party connections so no bureacratic appointments were possible, and he didn't want to be in a farm commune or factory, so the Army it was.
Anyways, his books show how the KGB, Army and Party were balanced by each other as they all strived to gain an advantage over the other. And the Army did quite well as managers of the industries needed to support the war machine. It was the Party that couldn't make the workers who were relegated to producing consumer goods and food do enough work to make life bearable.
To that end, I think a Communist government should get the same production as a Despotic government, and many free units to make it like good old mother Russia. And worker speed bonus should actually be a 25% penalty. As a good example as to why, in Poland, 25% of the land was used by people to grow vegetables and stuff for themselves, while 75% of the land was in commune farms. The commune farms produced about 20% of the food grown in Poland, the rest from the private lands. This in part lead to the food riots in the early 80's.
Otherwise, I look forward to testing your latest version. I like what you did with the AEGIS cruisers in ADM and reasoning.
I'll let you know how it goes.
D.
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player1
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Belgrade, YU
Sep 2001 time: 06:18
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I don't think this belongs in this thread but yes, Communism in not in any way better then Monarchy (not Despotism, despostism is government with totaly retarded economy).
That's why it doesn't get a trade bonus like Republic or Democracy (which is indeed bit penality).
As for public labor (reflected by workers in civ), it was encourged in such contries. I remeber a tales of my own parents when they were woking in various "labor actions" in 60ties and 70ties. And I douibt that they got "paid" for such thing. It was a duty to perform in those days (and nobody realy complained about that). In fact, they have pretty good memories from those days.
On the other hand, Communism in Yugoslavia was pretty different from that in Russian or China. It used concepts of "public property" instead of "state property" and both communist and capitalist coutries were "frendly" (read: not hostile) towards Yugosalvia since it was on "borderline". That way, a lot of money came from westers states, which unfortunetly wasn't retuned yet today. So we since we eat out that money and lived relativly well, unit 80ties cames, when was a time to retun the debts. Then crisis came, and at the end (in 90ties) war and break up of Yugoslavia.
Last edited by player1 on 07-11-2002 at 03:27
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player1
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Belgrade, YU
Sep 2001 time: 06:18
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VERSION 1.38 is OUT!
Comments to changes in v1.38
Jaguar Warriors get their old upgrade to Swordsmen restored. Since after patch 1.29f, you can still build unique units even after they should normally become obsolete. As byproduct of this, Aztecs can build Chariots again too (just if they wanna upgrade them to Horsemen).
Man-O-War gets defense of 3. They should be better then Frigate. But, with original stats, enemy could just bombard them and then sink with his own ships, making them in no way better them Frigate in defense. This should fix that. English UU was a little bit weak anyway.
Battleship gets higher cost of 240 shields. This is mostly done in order to balance out their good ROF, and price compared to Destroyer.
Bombers get their range increased to 8. Large bombers usually have extra fuel tanks, which give them higher operational range. Also it should make modern ships an easier target (it would be a little more difficult to get out of their operational range in one turn). Should be not too much unbalancing since bombers have no lethal bombard turned on. Also lowers the need of relocating Bombers every time you conquer enemy border city.
Number of extra happy faces gained with Longevity wonder is reduced to 1. Original change (2 happy faces) made that wonder just to much happiness oriented and made their primary role look a little bit unimportant. With this change, you should build Longevity if you really need it for growth, not just to take out unhappiness.
Also first PtW version is released too!
Look for thread in creaton forum (until it gets moved to files forums).
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player1
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Belgrade, YU
Sep 2001 time: 06:18
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One small update (v1.39)
Comments to changes in v1.39
Explorers defense changed back to 0. This is done mainly because I think that previous change was unnecessary. Since, for their cost of just 20 shields, they do scout and pillage missions 6 tiles deep in enemy territory. Making them have defense of 1 (and thus ability to retreat) would just make them too much powerful.
Last edited by player1 on 14-11-2002 at 17:36
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