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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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DrJambo, again you have an offensive unit, which has one disadvantage to a tank (it is not a fast mover), but has 3 advantages (airdrop, marine, more modern). This will probably make up for the better AD values. If you are just modding away in order to get the AI producing tanks over your modded paras, then mod a tank to be marine, or airdrop like. That should fix it, even if it is hardly realistic.
Otherwise, just mod the AD values of paras, not the extra options and not the movement.
BTW, I would favor a 2 movement para over a tank as well, if this means that they can attack or fortify after being airdropped. I see a whole bunch of tactics appearing, none are really balancing the game. The only thing you need then is airdroppable artillery, and you can sneak attack every single civ and conquer it in one turn.
DeepO
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=DrJambo=
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Athens of the North
Jan 2002 time: 05:21
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YEs DeepO, there is certainly an element of what you are saying in this.
Standard amphibious Marines are never preferred over tanks.
As soon as you add an operational range, they are preferred over tanks. This i have tested sufficiently.
When you keep the regular paratrooper available under Advanced Flight this still appears to be preferred, although only marginally, over the tank. Now this is the problem. The standard para is not and should not be a preferable unit, but rather a specialised unit built under certain occasions only.
Now this is where i have had a brainstorm, albeit as yet untested.
Why not make the paratrooper a defensive unit?
It seems so obvious...! This way they would tend to remain in cities (nearer the airport for the airdrop) since at the moment the AI uses them as mobile ground attack units, rather than airdropping them behind enemy lines. When used by the AI in an offensive manner like spearmen or pikemen sometimes are, they'd be used for pillaging resoucres not assaulting cities. I'm mean lets face it, with stats like 6,8,1 they are never going to be effective offensively!? 
WHat do you reckon?
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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I'm not very familiar with the concept of defensive roles in the editor, but my gutt tells me that that won't be the final solution either. It is cool when the AI uses them sometimes, and I think setting them to defensive will mean that they are never used offensively. I guess pillaging is also an offensive task... It could be good, but it might give other problems, like paras being preferred over infantry, as again they are more modern, and can airdrop.
I have yet to play a normal 1.29f game, I've been busy playing scenarios since the patch came out, and thus can't comment on how much the paras are build normally as opposed to tanks. But, just one question: when do you see this, is it when the AIs don't have MIs yet? It could be that the AI decides that paras are better defensively as infantry, and that's the reason they will build them more. In previous patches, it already was a problem that the AI will focus on infantry too much, instead of going for tanks, it could be that now it has only shifted to prefer paras over tanks, so the paras are replacing the infantry, not the tanks.
Another idea: why don't you try to mod the AD values of paras down? e.g. set them to 2/8/1? They will still have their mobile defensive role, can pillage, but are not very offensive and maybe don't get choosen by the AI? Again, it is not really realistic, but it may solve the problem.
DeepO
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RedBird
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quote: Originally posted by =DrJambo=
i did give [paratroopers] a movement of 2! |
I tried that hoping that they could then attack after they landed, but it didn't work. They still can't attack until the next turn. Can yours attack immediately after landing, and if so what were your mod settings?
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Coracle
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quote: Originally posted by =DrJambo=
. . .In terms of the para in general, the AI certainly prefers the standard para over a standard tank for its offensive unit. This is at least true until they reach modern armor. . .
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I know, but why?? Whatever the reason it is flawed terribly. I know I had to turn off my governors because they kept turning out para after para.
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=DrJambo=
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Athens of the North
Jan 2002 time: 05:21
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quote: Originally posted by Trip
Because paratroops would be extremely valuable if the AI knew how to use them right on a large scale (along with Artillery...). |
Um, i disagree.
With their current stats of 6,8,1 they'll never be more useful than an equivalent number of tanks. Period.
The AI should build these in a selective manner much like marines. These "what to build" decisions should also be based on the civ's current situation....
i.e. are they at war with another civ on the same continent or another? Obviously paras and marines are much more desirable in inter-continental warfare. Whereas if at war with another civ on the same continent they should only be building tanks and maybe the occasional para.
Furthermore the usefulness of the para is compromised by the helicopter. The helicopter can transport marines too and if modded to carry more than 1 or given a movement of 2 the helicopter can be quite useful. Furthermore the paras also requires an airport.... now how many times would you like to make para drops in frontier cities that don't have airports or even the production capacity to even build one? Here the helicopter triumphs again...
From the perspective of the AI i've even seen the AI make helicopter drops with paras!!! NEver a para airdrop alone.
So, in short, i replaced the para with the modern infantry {Ecology}, given them the para's art and animation and made them upgradable from infantry. This way myself and the AI get another useful unit available for use with the chopper and which doesn't get in the way of the tank or mech infantry preferences.
By using a constant stream of paras against my tanks and without any tanks themselves, the AI is way short of a challenge.
Last edited by =DrJambo= on 14-08-2002 at 13:52
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Nor Me
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Try Giving Tanks an Op range of 8 but no Airdrop order.
I modded Marines to be the same as Warriors and started a few games to see what the governor would suggest building first.
If they the same, it would suggest them about 50-50.
If one had an op range it would normally build that.
If both had an identical op range but only one could airdrop, it would build them randomly again.
It also didn't matter if one required literature but it could tell if one were amphibious.
Some other units may be picking up op ranges shortly...
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