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player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 29-04-2002 18:04
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Hello Apolytoners!

I need your feedback about one thing: LETHAL BOMBARD.

Here are my proposals (a conservative one):
Lethal sea to Fighters, Jet Fighters, F-15 and Stealth Fighter.
Why? they are TACTICAL bombers, thay shot from close range, and thus they are capable of destorying ships (startgeic bombers are not that accurate, and could be easlity destoryed by ships AA defense, due to their low speed)

Nothing to artillery or ships, they are just not enough accurate to kill units completly form 1 or 2 tile distance (and to preserve game balance).


One more thing:
How about lethal land to F-15 and Jet & Stealth Fighters? (but not to standard Fighters)

Would make them real tactical bombers.

But maybe it would be unbalancing (since they have ROF of 3, like bombers in this MOD).


I NEED feedback for this people.
As soon as possibile.

zulu9812 is offline zulu9812
King
of Scotland
Jan 2002
time: 05:18
  Old Post 29-04-2002 18:55
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I would only give lethal bombardment of any kind to late modern age units - battleships, stealth bombers/fighters. radar artillery, F15s (not Jet Fighters, since there needs to be something to make the F15 special).

You could give lethal sea bombardment to fighters and jet fighters, but not lethal land bombard: it's easier to take cover on land than at sea. Bombers? - I never use them.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 29-04-2002 19:36
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quote:
Originally posted by zulu9812
I would only give lethal bombardment of any kind to late modern age units - battleships, stealth bombers/fighters. radar artillery, F15s (not Jet Fighters, since there needs to be something to make the F15 special).

You could give lethal sea bombardment to fighters and jet fighters, but not lethal land bombard: it's easier to take cover on land than at sea. Bombers? - I never use them.


For naval & land unit I think they should not need lethal land or sea since they fire from one or 2 tiles distance.
That to far away to be enough accurate to completey destroy some unit.

On the other hand Jet Fighters for ex. bombard from very close distance (not Bombers, they bombard from safe high altitude).

Now as for lethal land for jets & F-15 & stealth fighter.
I though to make this units more specail.
Like: Bombard with bombers, then finish off with jets. (same for sea, but with fighters included too, although you could call those fighters "dive bombers")

Now don't forget that they have much lower bombard rate (2 for jets, 4 for f-15 & stealth).
Aprox. every 2rd or 3rh strike would do any damage (with ROF of 3)

So they should be maily used to finish off some troops.
It's still much more easier to kill a ship insead of land unit, since units in cities has high defensive bonuses, and have higher defense overall.

Maybe lowering their ROF to original rate of 2, if lethal land looks too much powerfull.


P.S.
Don't forget that F-15 with bombard of 4 is actually twice more effective then Jet fighter. And is excellent precision bomber.

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:18
  Old Post 29-04-2002 19:39
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I gave lethal land/sea bombardment to:
Jet Fighters
F15s
Stealth Fighters/Bombers
BAttleships
AEGIS
Destroyers
Radar Artillery

I gave lethal land to:
Cannon and Artillery

I gave lethal sea to:
All bombarding sea vessels

Remember to label the air bombard to air units like Jet Fighters so that the AI will use them this way. And it does so very effectively too.

People really over estimate the unbalancing factor of lethal bombardment against the AI. Remember that Destroyers, Cannons and Artillery, my most questionable additions, can still reduce a unit to 1 hp effectively rendering that unit useless anyway and does actually killing it make that much of a difference?!

If you actually kill the unit you save the AI money (1 less maintenance fee) and time in returning the unit home to recuperate. Remember, in versions before 1.21f, AI ships would always run away to port once you bombarded them to red, not realising that you couldn't actually kill them outright. Human players would realise this and just keep on bombarding away, now this isn't the case. Human navies now have a reason to be scared once bombarded and a quick getaway often becomes necessary. To avoid this bring a carrier with jet fighters to protect your navy.

One thing i would advise though. Give modern ships +1 hp (AEGIS and Nuclear Subs +2) to help them a little. Also i made AEGIS have a defence of 16 and Battleships 14.

I had my navy (3 battleships, 1 destroyer, 2 subs, 1 carrier with 1 bomber and 3 jet fighers causing havoc to the Egyptians off their coast, when all of a sudden, their bombers rained in, artillery from the coast fired and a whole squad of battleships blocked their escape and are closing in... they appear to be well and truly doomed. Great excitment though as they could yet escape....! Previously i wouldn't have been bothered as bombers and jet fighters were never a threat as they couldn't kill them and they could have just kept out of range from their battleships...

This is all incorporated into the Real_Deal v1.2 if you wish to take a peek later today when i get time to update the thread.

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:18
  Old Post 29-04-2002 19:43
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I would be hesitant about just giving lethality to jet fighters/F15s since the AI will always prefer to use bombers and your additions, while very nice, will only really serve to aid the human player.

Once you experience having your navy in a scary predicament off the coast of the enemy far from safety you'll never look back at non-lethal bombardment.

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 29-04-2002 20:47
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F-15 & Stealth Fighters alrady has bombard mission flag, so I think that AI will use them for bombard.

So I guess that jets and fighters should probably need bombard AI flag enabled.

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:18
  Old Post 29-04-2002 21:12
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quote:
Originally posted by player1
Here are my proposals (a conservative one):
Lethal sea to Fighters, Jet Fighters, F-15 and Stealth Fighter ... Nothing to artillery or ships, they are just not enough accurate to kill units completly form 1 or 2 tile distance (and to preserve game balance).


I really like the idea, and hope it preserves balance.

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 30-04-2002 01:32
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Version 1.25 is out!
Download from first page of this thread.

Changes in ver 1.25

Fighters get lethal sea bombardment.
Jet Fighters, F-15 and Stealth Fighters get lethal sea and land bombard.
All these units get Air bombard AI flag added.

Why?
These units are tactical bombers. They do thier job from close distance. That way they can take out 1hp units. This won't be unbalanced since these units are much worser bombers then standard Bomber unit, and land units have huge defensive bonuses.

Fighters get only lethal sea, since historicaly fighters were used for atatcks on capital ships like dive bombers, but fighters were not used as tactical bombers on land, until jet fighters became available.

Helicopters get range of 8. Real problem with these unit was that it was diffcult to land your units behind enemy lines, since helicopters needed to start from your cities. hopefully this chage will make them more strategicaly usefull.

LaRusso is offline LaRusso
King
appendix of Europe
May 2001
time: 06:18
  Old Post 30-04-2002 19:19
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hm, i really liked the lethal sea figthers idea. i am not sure about them being lethal on land. that might really unballance the game

as for other suggestions, i have the following. try making tech advance slower and lower AI to AI trading rate. i am aware that this is tricky to balance depending on the number of civs one plays against.

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 01-05-2002 04:14
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quote:
Originally posted by LaRusso
hm, i really liked the lethal sea figthers idea. i am not sure about them being lethal on land. that might really unballance the game

as for other suggestions, i have the following. try making tech advance slower and lower AI to AI trading rate. i am aware that this is tricky to balance depending on the number of civs one plays against.


Only F-15, Jets and Stealth figters have lethal land.

Is it unbalancing?

This needs futher playtesting.
Personnaly I think it will be much difficult to kill land unit in city, but killing it on open will be more common (still not too much).


As for that AI to AI trade, it IS tricky.

You should also consider that when you tech trade yourself you DO sell tech cheaper if AI doesn't have enough money and sum he wants to give you is fine.
So this shouldn't be forbbiden to AI. Makes you a CHEATER, not AI.

The real problem is tech DEAVULATION.
That's not fixed in 1.21f.
When one civ has tech it's worh for ex. 1000gold.
When two civs have that tech, it's worth 500gold.
When three civs have that tech, it's worth 333gold.

This was tested with 1.21f patch.

And this kind of behavior looks wrong.

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:18
  Old Post 01-05-2002 12:47
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quote:
Originally posted by player1
The real problem is tech DEAVULATION.
That's not fixed in 1.21f.
When one civ has tech it's worh for ex. 1000gold.
When two civs have that tech, it's worth 500gold.
When three civs have that tech, it's worth 333gold.

This was tested with 1.21f patch.

And this kind of behavior looks wrong.


Just a thought: What price would you (Civ A) charge Civ B for a tech that Civ C has also (and both you and Civ B know that fact)? Wouldn't you be afraid to be displaced by Civ C, and therefore give a discount?

Anyway, I'd be interested in details of your test setting.

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 01-05-2002 15:25
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I used modified version of my New Earth sceanrio which starts in Industrial era and is based on Patch supepstion MOD.

As far as I know, if only two known civs have tech, base price is HALVED in tech value calulations.

That new value is used as BASE value, since it also makes tech cheper to research (less science points needed).

But AI would give it even CHEAPER if that Civ B doesn't have enough money to pay FULL new (halved) base price.
That additional discount is NEVER higher then max AI tech rate setting.

For expample, starting base price for tech is 1000.
Two known civs have that tech (civ1 & civ3) ==> base price 500
AI civ1 wants to sell it to civ2, but civ2 doesn't have 500gold. It has only 450 gold. Civ1, since game in monarch level makes minimum selling value 500*(100/140)=357. Since 450 is higher then minum of 357 Civ1 will sell Civ2 a tech for all money civ2 has (450). Same would happen if Civ2 had 360 gold.

But if civ2 had 300 gold, civ1 won't sell tech to him.

But lets say that some civ4 gets a tech. Then base value drops to 333.
Then civ1 could sell tech to civ2 since new minum value is 333*(100/140)=237, and civ2 has 300 gold. That way civ2 will give all of its money (300) to civ1 and get that tech. I civ2 had 400 gold, only 333 gold (which is base price) would be needed to pay the tech.

P.S.
I hope I haven't made some mistake here.

P.P.S.
Human players also use this startegy if AI gives a lot of money (but still less then full base price). They reson that it's better to sell tech for some money, instead of getting nothing for it.

P.P.P.S.
Tech rate value was 200 in 1.17f.

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:18
  Old Post 01-05-2002 19:43 Visit alexman's homepage!
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I'm confused. I thought that tech devaluation works this way:

CostDevaluation = BaseCost * I / N

where I = Number of known civs that know the tech.
and N = Number of civs in the game.

So a tech that would cost 1000 beakers to research if nobody known knows it, drops to 750 to research by civ2 if civ1 and civ3 already know it (assuming 8 civs in the game).

Have I completely lost it?

chiefpaco is offline chiefpaco
Chieftain
Canada
Feb 2002
time: 00:18
  Old Post 01-05-2002 20:09
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alexman's theory is what I think happens too. (Is this the place to battle tech devaluation?)

Player1, IMHO, I don't think tech rate adjustments should be in your mod. It seems quite personal to how each person likes to play the game to adjust.

I also hope the AI will still use their fighters to stave off my bomber attacks!

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 01-05-2002 22:34
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quote:
Originally posted by alexman
I'm confused. I thought that tech devaluation works this way:

CostDevaluation = BaseCost * I / N

where I = Number of known civs that know the tech.
and N = Number of civs in the game.

So a tech that would cost 1000 beakers to research if nobody known knows it, drops to 750 to research by civ2 if civ1 and civ3 already know it (assuming 8 civs in the game).

Have I completely lost it?


I am cofused too.
I though that formula realy works.

But,
In my test game I knew several civs. (3 or 4)
Only one know civ had Refining.
When I found out other civ who knew it also, techs vaule drop to 50%.
(In test game I had 50000gold, so I could always see how much valuable AI tech is.)
When I exchanged communications, base price stayed as it is. (no other civ knew Refining).

Maybe devaluation formula needs a little more testing.

Are there volunteers?

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:18
  Old Post 01-05-2002 23:53
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quote:
Originally posted by alexman
So a tech that would cost 1000 beakers to research if nobody known knows it, drops to 750 to research by civ2 if civ1 and civ3 already know it (assuming 8 civs in the game).

Have I completely lost it?


I guess you're right, but have forgotten one thing: The amount of gold that civ2 has to forgo by researching a tech (say 750 gold due to tech devaluation) and the amount of gold that civ2 would give to civ1 or civ3 for this tech is not necessarily the same. I'd say, the latter is a lot less.

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 03-05-2002 03:38
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If anybody cares, version 1.25 is uploaded at civ3.com website too.

Zabba149 is offline Zabba149
Settler

May 2002
time: 23:18
  Old Post 03-05-2002 23:32
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quote:
Originally posted by player1
If anybody cares, version 1.25 is uploaded at civ3.com website too.


I care Player1!! Keep up the good work!!!

Moth is offline Moth
Settler
So. Cal.
May 2002
time: 05:18
  Old Post 06-05-2002 07:14
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Longbow Upgrades Lose 30 kilos (of popups)

A missguided message by me to player1, continued here for open discussion.


quote:Moth

You have chosen to upgrad longbowmen to riflemen. What would it take to create a new unit, Morter Infintry? Set this unit up for a 4,4,1 (6,1,2) NO-lethal land w/ZOC for instance. This would give the bow units something to upgrade to, aswell as giving the the helocopters an artilery unit to transport . Aswell I do like the idea that =DrJambo= used with his bows by giving them the 0 bombardment, they would back up the footsolders that is historicaly accurate. Setting there original cost may be necessary.


player1
quote:

While idea for extra unit looks fine, it would need extra graphic, and further rebalanicng.

And somehow mortar units don't have so long range to have 1 tile distance bombard (at lest in my opinion). And Infantry units are supossed to have all grande-type and protable artillery-type weapons by default.


Mortar units would come into play in the Industrial Ages probably with Replaceable Parts or at the advent of Mass Production. The unit would be, essentially, a combination between the current MI and Artillery. Your statement that Infantry squads would have these abilities by default is flawed for the time, as bazookas, grenade launchers, and even portable rocketry of today are all forms of LOS weapens. Mortar units in WWII were set up in small squads, 3-6 men normally, that could lob concussion ordinance at a coordinated or communicated position without regard to LOS.

player1
quote:

As you have already seen original name of this MOD is "Patch suggestion MOD". So I make chages which could likely be implemented in one rebalancing patch.
This is very CONSERVATIVE MOD. (if it works, don't chage, if it's broken, fix it)


You have a great point here! (-: This mod may be the wrong place for this unit. However, the unit, in conjuction with the archers 0 bombardment, would be very accurate and the unit would lose its effectiveness in the modern era as the bombers and MT become more prevalent. It just sounds soo good!

player1
quote:

As for bombard range 0 for Archers, while it look like interseting idea, there is one small problem.
If you give that ability to bowmen units, you'll need to give it to musketmen (for same reason), then for Infantry, Tanks, etc...
At the end all post renesance unit would have this ability.
And balancing all these units with new abilities would need a lot of time.


I don't agree with the correlation between bow units and musketmen/infantry or tanks. Here's the reasons: bow units, except for very brief periods in history, were not the primary assult units nor front line fighters, they were support units, ie when seigeing a castle, archers would lob arrows over the walls to try to thin out the forces inside. Footsolders, like musketmen and infantry, were the front line units and could not be used in the same capacity. While tanks became armored fast attack front line vehicles that replaced the unarmered dragoons and cavalry, they would take land but not hold it. I could see where you might even give an argument for tanks to have this ability but game balance would surely be an issue. On the other hand I could possibly see giving a 0 bombardment of some sort to Mech Infantry...

It sounds plausible.

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 06-05-2002 13:55
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But Infantry units could be easily used in same support misssions as archers. Right?

Now I try to make thing consistent, if one unit can do it, simialar one should not be restricted. If giving ability to lots of units, then it would need A LOT of playtesting, too much for me (and don't forget that AI would probabaly don't know how to use them propely).

And Archers the way it is are not bad at all, esapcialy since pop rush shields are reduced to 20 in 1.21f patch.

As for Mortar units, idea is FINE, but if would like when my Tanks lose from Infantry to say: "Too bad, some of them had mortars and Bazookas!"

Or from Rilfemen: "Too bad, some of them have smuggled some mortars and Bazookas from my empire!"

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:18
  Old Post 06-05-2002 14:26
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Good discussion here....

About archers, bowmen and longbowmen:

The main reason to implement this change was to rebalance these units with the other offensive troops of their era (swordsmen, horsemen and knights). The longbowman comes out around the same period as the knight and as it stood was severely underpowered and not worth building. Poorer defence and movement albeit the knight cost a little more. Muskets, riflemen, infantry are all as they stand suitably effective for their time period without any further modifications, although i have to admit giving them a similar capability did cross my mind.

Moth gives a very valid and justifiable reason which can validate this addition. Bowmen were support troops mainly becasuse they could fire over their own advancing infantry. Muskets, rifles and machine guns all need a clear line of sight. Try it out, you'll see the AI use the bowmen types very effectively now.

As far as a suitable upgrade goes, i like the idea suggested by Moth. One would need suitable animation and to test whether the AI used the unit effectively and not to the exclusion of another unit.

Other than the rifleman another option would to upgrade them to the marine?! One could also add a similar 0 range bombard value to them to increase their usefulness in relation to tanks and make them useful support units?! Options are endless....

Moth is offline Moth
Settler
So. Cal.
May 2002
time: 05:18
  Old Post 07-05-2002 12:24
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To compare apples to apples... (-:

quote:
But Infantry units could be easily used in same support misssions as archers. Right?

Now I try to make thing consistent, if one unit can do it, simialar one should not be restricted. If giving ability to lots of units, then it would need A LOT of playtesting, too much for me (and don't forget that AI would probabaly don't know how to use them propely).


The qualifiers and examples that I used, you have overlooked... The Primary mission of archers was to support the front line units. The primary mission of most firearm carrying infantry units, whether they are using a harquebus, M-1 or M-16, is to get into direct conflict with the enemy units. e.g. Just because B-25's flew off of a carrier durring WWII, doesn't mean that they should now be reclassified as carrier plains, they are still land based bombes. (I understand that this game doesn't distinguish between bomber types and it is not necessary for game progession) My point being, bow units are support units, primarily, and the game doesn't use them as such when it easly could.

quote:
As for Mortar units, idea is FINE, but if would like when my Tanks lose from Infantry to say: "Too bad, some of them had mortars and Bazookas!"

Or from Rilfemen: "Too bad, some of them have smuggled some mortars and Bazookas from my empire!"


Anti-tank/bunker busting weopons were carried my most reg. infantry units in one form or another, granads or BARs being the most common however it was not very easy to to assult a tank with them. Special units, i.e. engeniers or rangers, were trained for assulting bunkers, fortifications and clearing other hazards. Their equipment would do a great job on tanks as well. Armor percing rockets like the bazooka(HE,AP), the satchal charge, and molotov cocktails were commen for these type of units and sometimes implemented in heavy infantry units aswell.
Mortars, which were not normaly carried by a reg. infantry squad, are anti-personel weopons. Their concussion and ability to arch over obsticals made them great for breaking morale aswell. The're less effective on tanks, however because they weren't accurate enough.
Mortars are used much like the English used their logbow units.


=DrJambo='s idea of using the marine would be a great compromise to see if it works. Since I have used the marine about as much as I have used the bow units it might make them all a bit more popular, that is if the AI can use these abilities aswell.

Last edited by Moth on 07-05-2002 at 12:38

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 09-05-2002 20:11
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minor update posted Got spare money?

Version 1.26 is out!
Download from first page of this thread.


Changes in ver 1.26

Mech. Inf. has no more offense AI flag selected (has only defense AI flag now).
Since AI used too much Mech. Inf. instead of Tanks when planning attacks (and built Tanks rarely). This should fix that AI behavior.

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:18
  Old Post 10-05-2002 16:19
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heheh i did that with mech infantry too!

if you're first to test this let me know if it works...

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 10-05-2002 18:24
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It worked in 1.17f

I suppose it will work here too.

Anyone who plays this MOD and has NO probelms with new AI setting should post here for feedback.
(I can't run 10 test games to Modern era to see is this working or not)

kettyo is offline kettyo
Warlord
Budapest, Hungary
Mar 2002
time: 06:18
  Old Post 14-05-2002 00:45
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I enjoy your mod very much.
Only one note.
AI civs are too passive, don't really like going to war with each other.
Could you increase AI aggressiveness some?
It's 1.21 related or related to your mod? (maybe the higher wealth rate)
Thanks for the mod anyways.

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King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 14-05-2002 01:53
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Avatar Enlargement: We've got the solution

AI agressiveness isn't modified compared to original settings.

Now, you could try to edit agressive behavior of AIs in editor (rules chages: civilizations menu in editor), but that way they would all behave as Germans or Zulus (they have maximum agressivity), which could become boring.


Or maybe try playing with some more agressive civs: Like Zulus, Germans, Romans, etc...


Now, Civ3 v1.21f patch is used as base for changes done in MOD (v1.26), anything not chaged in this MOD, is same as in 1.21f patch.

You need that patch to play this MOD.

kettyo is offline kettyo
Warlord
Budapest, Hungary
Mar 2002
time: 06:18
  Old Post 14-05-2002 03:15
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#118 Report this post to a moderator
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I would reconsider giving the stealth fighter lethal bombard because you couldn't really defend yourself against stealth attacks at all.
So i think it isn't good for gameplay to have the lethal bombard for them.
For instance that way with some stealth bombers and fighters someone could sink a carrier full of aircraft which has no real chance of survival against stealth with lethal bombard.

kettyo is offline kettyo
Warlord
Budapest, Hungary
Mar 2002
time: 06:18
  Old Post 14-05-2002 03:23
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#119 Report this post to a moderator
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I also suggest increasing movement rating of all post-railroad naval units.
Because you can travel unlimited distances through railroads in a turn you should increase naval movement speed to make the military model a bit more real.

You could also make them "all terrain as roads" units and so after battling another unit (and have won), they'll have less movement points remain (simulates the duration of the naval battle well)

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:18
  Old Post 14-05-2002 13:47
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#120 Report this post to a moderator
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The problem with Naval movment is that you CAN'T increase air movment (max of 8 points in editor), so that way you get quick ships and slow bombers.

 
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