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Ismailov
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Ok, pehaps I'll do... But only after I have included enough information to understand the changes of the mod....
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:23
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quote: Originally posted by player1
In 1.29f Civ3 I haven't seen any problems with Cossaks.
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Unless you play in debug mode, you can't see what the AI is doing, so you can't see the problems. 1.29f had no debug mode.
Let me repeat the problem. The AI wants to have a certain number of defensive units per city. Usually defensive units can upgrade so they stay up-to-date. But if you have defensive Cossaks, they get counted as defensive units even though they wouldn't stand a chance against Tanks. They don't get replaced by Riflemen unless the AI starts losing them in defensive battles. It's better to keep the Cossaks as offensive units.
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Same with Samurai (which also have defense AI flag).
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This is not relevant. Samurai upgrade to Cavalry so they lose their defense flag.
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If there ARE a problems, contact me imediatly and post a saved game.
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Sorry, I no longer have time to play with your mod. 1.14f and the AU mod don't give Cossaks the defense flag.
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I haven't seen problem with Legionares either (they have defense too).
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Again, upgrading to Med. Infantry causes the unit to lose their defense flag.
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And personnaly, I don't see problem with risky Galley and Caravel travel.
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The problem is not the risky travel (although the AI doesn't do it), it's more the unbalancing effect of the Great Lighthouse on island maps.
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And isolated continents will still be isolated in most cases.
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That's not true. With the Lighthouse you can safely see 3 tiles past the last Sea tile (2 ocean tiles out plus 1 in the sight of the ship). This means that oceans need to be at least 4 tiles wide everywhere to ensure isolation. This is very rarely the case in random maps.
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These changes woun't change that exept in some rare border cases.
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With the changes, Galley+Lighthouse can no longer safely see 3 tiles past the last Sea tile (they can see only 2). They can no longer safely cross 3 tile wide Oceans (they can safely cross only 1 ocean tile). This makes a big difference.
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And it would be unfair to non-PtW Civers since it can't be incorporated in non-PtW version of this MOD.
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What about your Elephants in jungle then, for example?
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Learning AI to use this in his benefit would be problematic.
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That's a good point. 
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player1
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Belgrade, YU
Sep 2001 time: 06:23
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Things planned for next version:
Cossaks will be get AI defense flag removed.
I've seen Russians using Cossaks to defend cities instead of Infantry.
That's not good.
Still I'll keep their defense of 5. They would not be primary defenders, but they would be though to take out on open, and Musketmen although a little bit weaker are pretty cheap. Still, Riflemen comes pretty quickly, so all problems would be solved then.
Next, I plan to change Frigate a little bit.
First, Frigate will get attack of 3, which means stats 3(2)/2/4.
While Man-O-War will get attack of 4, but with original defense of 2, which means stats of 4(3)/2/4.
While Ironclads would get a little bit reduced cost of 90 (still more then original).
I would not increase bombard strenght of thsese units, since that would encourage "bomb with several, destroy with one" strategy too much.
My resoning was, that historicly, main difference between Ironclads and wooden ships was in ARMOR, and NOT in weapons. These changes reflect that. Ironlcad has not much better offense, but has pretty good defense.
With new stats Man-O-War becomes pretty interesting vessel. Attack power of Ironclad (cannon heavy ship), while on the other hand pretty vunerable against Ironclads (and even Frigates).
Ironclad is not so much owerpowering as before so price would be reduced to 90, but not back to original 80, since that would ALWAYS make them better choice then Firgate.
What do you think?
Are these changes good?
P.S.
Also I'm thinking about giving Caravels back defense of 2 (to be protected from Galleys).
Plus, since Privateer is based on smaller ships like Caravel, I would add defense of 2 to Privateers (they should not be more vunerable then Caravel), but give them original cost od 60 (stats of 2/2/4, 60). With higher attack and bombard rating, Frigate is still better.
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player1
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Belgrade, YU
Sep 2001 time: 06:23
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Version 1.11 is out!
Comments to changes in v1.11
Cossaks get AI defense flag removed, since I've seen Russians using Cossaks instead Infantry to defend cities. And that's not good.
Frigate gets attack of 3, while Man-O-War gets attack of 4, but with original defense of 2. My reasoning was, that historicly, main difference between Ironclads and sailing ships was in ARMOR, and NOT in weapons. These changes reflect that. Ironclad has not much better offense, but has pretty good defense. With new stats Man-O-War becomes pretty interesting vessel. Has attack power of Ironclad (cannon heavy ship), while on the other hand is pretty vulnerable against Ironclads (and even Frigates).
These changes made Ironclad not so much powerful as before so price is reduced to 90 (but not back to original 80, since that would ALWAYS make them better choice then Frigate).
Caravels get back defense of 2 (to be protected from Galleys). Plus, since Privateer is based on smaller ships like Caravel, I've added defense of 2 to Privateers (they should not be more vulnerable then Caravel), but gave them original cost of 60 shields.
NOTE: All changes done in v1.11 are also done in non-PtW version of this MOD.
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fuji
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thought i should let you know that i've been playing with your mod, and love the way the game plays... like it originally was intended...
that said, i thought i'd share the few changes that i've made, and perhaps you will decide if they are worth testing/investigating further...
Carrier increased capacity to 8. I feel that since historically, carriers are the ships that put an end to battleships, and are supposed to be the king of the sea... i felt they should carry more firepower. Especially considering the limited strength that air power has in this game...
The other change i made, Guerrilla... here's what i did, though it might be too much for you... we shall see...
ADM changed to 6/4/2
all terrain as grassland
hidden nationality
I felt that defense should be lowered drastically (2 points) but they should have the ability to retreat. Realistically, guerrillas would get destroyed in a standard fight, but their strength lies in the ability to hit the enemy wherever they are, and then retreat quickly.
The final change i made was to make an upgrade path from calvary/sipahi to paratroopers. Figured that hellicopters and cargo plains would be the horses that paratroopers rode into battle with.... but mainly did it cause i hate having ~40 odd calvary that are nothing more than pillagers....
Anyways, these changes might not fit in with your goals for this mod, but figured i'd throw it out to you...
enjoy 
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player1
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Belgrade, YU
Sep 2001 time: 06:23
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quote: Originally posted by fuji
Carrier increased capacity to 8. I feel that since historically, carriers are the ships that put an end to battleships, and are supposed to be the king of the sea... i felt they should carry more firepower. Especially considering the limited strength that air power has in this game... |
I just feel that it's unneeded.
Still if you think that Carriers need some boost I would recommend 6, not 8 units, since 8 is too much if you ask me.
quote: Originally posted by fuji
The other change i made, Guerrilla... here's what i did, though it might be too much for you... we shall see...
ADM changed to 6/4/2
all terrain as grassland
hidden nationality
I felt that defense should be lowered drastically (2 points) but they should have the ability to retreat. Realistically, guerrillas would get destroyed in a standard fight, but their strength lies in the ability to hit the enemy wherever they are, and then retreat quickly. |
Not much to comment here.
Others have propesed similar things.
But, I think that hidden nat. flag is really powerfull thing.
War would be waged non-stop in the game.
And in cases you have not Rubber, hidden nat. units would be main offensive force too.
quote: Originally posted by fuji
The final change i made was to make an upgrade path from calvary/sipahi to paratroopers. Figured that hellicopters and cargo plains would be the horses that paratroopers rode into battle with.... but mainly did it cause i hate having ~40 odd calvary that are nothing more than pillagers.... |
I just don't like upgardes which downgrade some of units abilities.
Like making from move 3 unit, a move 1 unit.
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Ismailov
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Good ideas. When I play, I only use spies to investigate cities and to check the spaceships of my enemies. So, this part of the game is not well exploited.
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player1
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Belgrade, YU
Sep 2001 time: 06:23
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Several retro-changes I'm planning:
ROF for Batteship and AEGIS Cruiser will be changed back to 2.
With ROF of 3, they were realy powerfull, especialy Batteship, which could be as good as bomber, and also an assault ship.
Jet's bombard strenght will be put back to 2, while F-15 and Stl. Fighter will get 4.
Also Stl. Bomber gets original price of 240.
While this will make Fighter and Jet with same bomard strenght, remember that Jet has lethal land flag and range of 6.
Older aircraft changes didn't add much in gameplay, but have forced cheaper price of Stl. Bomber (and original price of 240 is better).
What do you think?
Good or bad?
P.S.
Also I'm having mixed feeling about Air Bombard strategy for Jets and Fighters.
Basicly, units made using this strategy will be used for bombard and NEVER for Air Super. missions, which is not good. On the other hand if I take that flag out, only human will use them for bomabrd against heavily wonded units, making good use of lethal flag. Still in most cases AI would not be fighting wounded units, and bom. str. of 2 is usualy not enough to take out 1hp unit with one try (he'll need at least several Fighters, which means a lot of Fighters never used for Air Super.)
So on the average taking out those flags would be good option.
Still, F-15 and St; Fighter will keep it as usual.
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