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Caliban is offline Caliban
Prince
somewhere deep in the forgotten woods of germany
Jul 2002
time: 06:23
  Old Post 10-03-2003 22:36
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Agreed! The Celtic AI is flooding me with swordsmen at the moment! In the current version they are definitely too cheap.

Ewald is offline Ewald
Settler

Feb 2003
time: 06:23
  Old Post 12-03-2003 00:50 Visit Ewald's homepage!
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Rejected! The additional point in defense doesn't justify a 60% increase in cost compared to the iroqois mounted warrior. What's wrong in giving a militaristic civ a strong and affordable UU? I see no point in weakening UU of militaristic civs because of higher promotion and retreat probabilities. It is consensus among players that the military trait is fairly weak. Why punishing militaristic civs even further?

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 12-03-2003 16:44
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Militaristic trait is not weak.
(cheap barracks are key victory)

Anyway, the weak point of Mounted Warrior is that while powerful at attack, it is vulnerable at defense.
Good group of enemy horsemen can keep them in check.

Now, same thing can't be done against Galic Swordsmen.

I've played same games with Celts and read about some other test games, and thing that I can say is that if enemy has no Iron, you'll certainly win, even with 50 cost Galic.

Now if they have Iron, things will be a little bit tougher, but since you'll activate your GA and start pumping Galic Swordsmen quickly, you'll still get good benefits.

So, we have a unit that is regarded as balanced by many people and also regarded as underpowered by other group of people.

Since, with such division of opinions, real conclusion can't be made, I'll probably keep them with 50 shields, since this is conservative mod (feel free to change personal versions of you MOD if you don't agree).

.

Now, some other things.
Someone pointed out at AU thread, that 50 cost Keshik can becomes too much powerful, since he'll be +40% more cost effective at attack, and barely, 6.7% less effective at defense then Knight. Now these benefits alone would make a good UU, without need of further boosts, like better movement at Mountains and Hills.
But since such change (removing mountain movement) would remove some Keshik flavor, maybe something else need to be done.

What about giving them defense of 3, with price of 60?
Or about giving them blitz attack with original cost of 60 instead?
(blitz is in flavor with quick rushes with mounted archers)


Also, one thing with the Elephants.
How would they work, if I remove movement bonus in Jungles and reduce cost to 60 shields?
(like in Beta Tester MOD)
Is it out of flavor (Elephants are supposed to be expensive), or out of balance?

Caliban is offline Caliban
Prince
somewhere deep in the forgotten woods of germany
Jul 2002
time: 06:23
  Old Post 12-03-2003 22:25
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In my little world, Keshiks do have the ability to blitz, but cost 70, as I think that way one Keshik is worth two on the battlefield (attacks twice).

Just my two cents.

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 13-03-2003 04:00
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I don't think that it would up cost to 70 shields.

Because,
-They need to be adjanced to opponent at enmy turn to get use of bliz.
-and they have only defense of 2 (counter-attack anybody?)
-blitz can be used only twice
-attack of 4 is not grounbreakeing, compared to attack of Tanks or Modern Armor (were is much greater chance of survivability of these units)
-they still have 3-5hps (so it's not like 2 Knights)
-and I want to keep "cheap UU" flavor
-blitz to Keshik is cool, but in no way some super-advantage, just good enough to move thier efficiency from bad to good

.

So after some consideration, I think that changes to be done in next version are:
Keshik with Blitz and original cost of 60.
Galic Swordsmen with original cost of 50.

And that's all.
(I won't experiment with elephants)

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 13-03-2003 04:02
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But I would in no way add blitz to Ansar Warrior as done in Beta Tester MOD.

That's just insane good blitz.

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 13-03-2003 11:44
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Actually, I think that with blitz I would make Keshik 70 cost instead, since while on "defensive offense" they can do pretty decent punch (think of Civ2 Elephants on defense waiting to punch enemy units that come close).

Ewald is offline Ewald
Settler

Feb 2003
time: 06:23
  Old Post 13-03-2003 18:19 Visit Ewald's homepage!
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For me "Blitz" just doesn't seem historically correct for middle age units.

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 13-03-2003 19:02
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True, but I really had no other way to make distinction with Keshik (whtout unabalanicing something else or giving weird stats).

On the other hand in civilopedia, it's just called "attacking multiple times", not blitz.

Anyway, it does go in flavor with Mounted Archers (Keshik).
Strike from distance, move out, strike again.

Ewald is offline Ewald
Settler

Feb 2003
time: 06:23
  Old Post 14-03-2003 14:52 Visit Ewald's homepage!
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Yes, but only if attacking the same opponent multiple times.

Don't you think Keshiks become too expensive this way? IMHO Mongols should have cheap units (mass attack).

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 14-03-2003 17:58
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Depends.

As I said before, their value is much greater when doing offensive defense (2 attacks). Usually most effective against enemy infantry.

Let's see the cost breakdown.

If you have a blitz Knight, that would be almost good as other Knight-type UUs. Since that's just "almost", add no need for Iron to that as bonus.
Now if you add to that better movment on hills and mountains (and ZOC too), you need to give slight disadvantage, like one defense point less.


P.S.
Since usually units move in stacks, you could say that with blitz you attack "same opponents".

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 16-03-2003 03:12
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Hmm...

I run several tests and
it looks that defensive blizt with Keshik doesn't need to be considered too much powerful after all.
Since you can get similar effect with just two 30-cost Longbowmen (and in both cases you would become vunerable to enemy mobile units near the border, since Keshik has poor defense).

Offensive blizt is not too much dangerous, since you have just 2 points of defense and enemy defenses inside cities are good enough to warrant loss of HPs too often (and if you take Pikemen for defense, they will slow you down).
7+ pop city with Pikemen gives defense of 5.55 (so chance to lose no more then 1hp from veteran defender is 10%),
and 1-6 pop non-walled town with Pikemen gives defense of 4.05 (chance of 18%).

So I'll put Keshik with blizt and 60 shields cost.
If after additional testing it starts looking overpowering (although I doubt that), then I'll maybe change it again.


P.S.
I'll also add "foot unit" flag to scout, explorer, leader and king units, in order to make then transferable by helicopters (and they are also "foot units" after all).

And of course Galic Swordsmen with 50 shields.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 18-03-2003 06:44
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Version 1.22 is OUT!

Comments to changes in v1.22

Foot Unit flag added to Scout, Explorer, Leader and King units, in order to make them transferable by helicopters. Since these units already got Airlift ability before, there is no good reason to prevent their transport by helicopters (it even makes some interesting strategies for king units).

Galic Swordsmen cost is changed back to 50 shields. Some testing showed that last cost reduction was not really needed.

I realized that cost of 50 shields for Keshik from last version of MOD was too much. So I tried a different approach in boosting Keshik. It will get original price of 60, but also a blitz ability (can attack multiple times in single turn). It goes well with flavor of "mounted archers" (attack, withdraw, attack). Also, Keshik is probably a unit that benefits the least from blitz (it's difficult to blitz Pikemen, and due to low Keshik defense they are easy to be counterattacked).


Note: Since BIX format is same for both 1.14f and 1.21f PtW patch, you could use this MOD with 1.14f patch too.

Ewald is offline Ewald
Settler

Feb 2003
time: 06:23
  Old Post 19-03-2003 22:21 Visit Ewald's homepage!
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Question: Do you plan to do something about airfields, player 1?

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 19-03-2003 23:10
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???

What about airfields?
I don't see any problems with them.

Ewald is offline Ewald
Settler

Feb 2003
time: 06:23
  Old Post 20-03-2003 22:06 Visit Ewald's homepage!
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Citation from Crackers PTW-Review on Civ-fanatics:
No technical review of this feature could begin with any other description other than a totally illogical, unbalancing, and disruptive feature of game play that favors the human player over all the computer rivals in the game. A captured slave worker with virtually no cost can build an improvement that used to cost 160 shields (80 if militaristic). Plus the airports in towns had a maintenance cost of 2 units of gold per turn and produced 1 unit or pollution per turn whereas the airfields have no maintenance costs and produce no pollution.

The default implementation allows airfields to be built in mountains where it was impossible to build cities and airports in the past. There is no minimum spacing requirements for airfields and you can build them solid across a patch of desert build railroads up to this “transporter pad” that will let you move massive groups of military units around the map instantly with virtually no cost.

It is hard to be kind in the assessment of this added feature. The airfield does not seem to have a balance of cost, benefit, and function that fall into line with the expected strategic choices and planning that a strategy game player might be expected to make. With this feature in the games, any game play events beyond the discovery of Flight become little more than pure farce when human players have access to exploit the bugs and flaws in this implementation.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 20-03-2003 22:46
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Of course, he forgot to mention, that in place were you built airfiled, you can't build Mine, or Irrigration.

And, that normally, for best utility of territory, human players should have 3 tiles city spacing, which leaves not too much room for many airfileds.

So, I won't say that it's completly unbalanced, as he claimes.
(and you can't do to much by moding exept some drastic changes like removing them from the game)


P.S.
And city Airports still make Veteran, planes, crucial when attacking enemy cities defended with interceptors.

Ewald is offline Ewald
Settler

Feb 2003
time: 06:23
  Old Post 21-03-2003 15:16 Visit Ewald's homepage!
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Actually Mines and Irrigation can be used in connection with airfields.

Cracker continues to state:
"Airfields cause the base terrain improvements or irrigation and mines to be replaced. The terrain improvement replacement behavior is hard coded internally within the software and cannot be configured in the editor. You can then reinstall the irrigation and mines underneath the Airfield and the Airfield will continue to function, plus you will get the benefits of the extra terrain improvement."

It is possible to do something about airfields by modding. For example in the current GOTM - Carthage (http://gotm.civfanatics.net/games/g...start_PTW.shtml) the worker turns needed to construct one are changed to 288 turns. This effectively sets the time required for an individual worker to build an airfield at three times the number of turns required for the same worker to clear the jungle from a terrain square in the early game. Airfields are also restricted to only being built on Desert, Plains, Grassland, and Tundra. You may stack workers in crews to build airfields in less elapsed time but the first worker will still die in a construction accident when the Airfield is completed. (BTW: Radar Towers have also been changed. The base worker task turns required to build Radar Towers have been increased from 1 up to 48. This effectively sets the time required for an individual worker to build a Radar Tower at eight turns in the modern age. You may stack workers in crews to build Radar Towers in less elapsed time but the first worker will still die in a construction accident when the Radar Tower is completed.)

I like your mod very much player 1 and I would love to see these changes implemented to make SP games in PTW more balanced and challenging.

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 21-03-2003 15:55
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Hmm...

You can build Irrigration or Mine after the Airport is built on same tile.

Have you tested this?

If that's true then it sounds like BUG.

Please report it to 1.21f patch bug-thread.

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 07-04-2003 03:40
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small news item:
version of this MOD at www.civ3.com is also updated to reflect all recent changes done in this forum (current 1.22)

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 02-05-2003 23:00
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I'll soon make one very small update of the MOD.

Since in this mod, Bomber has increased operational range of 8, it looked slightly starge to me to have Tactical Nuke with lower range then that.

So I'll increase Tac. Nuke's bombard range from 6 to 8.

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 03-05-2003 00:56
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Version 1.23 is out!

Just minor changes:

Since Bombers in this MOD have operational range of 8, it seamed strange to leave Tactical Nukes with shorter range of 6. That's why I now increased bombard range of Tactical Nukes to 8 tiles.

I also fixed inconsistency of having Helicopters with longer range then Jet Fighters by putting operational range of Helicopters back to 6 tiles. Paratroopers still have airdrop range of 8, since they are carried by long range aircrafts, not helicopters.


Note: Since BIX format is same for both 1.14f and 1.21f PtW patch, you could use this MOD with 1.14f patch too.

kettyo is offline kettyo
Warlord
Budapest, Hungary
Mar 2002
time: 06:23
  Old Post 10-05-2003 18:03
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player1,

this mod truly should be the base of all mods.
I just make some comments now.

-IMO you should comment in the readme and the topicheader that loading cruise missiles onto transports is actually a cheat because the AI can't do this because of the 'cruise missile AI strategy' limitations.

-You should reconsider whether lethal fighter units is a good idea. I say this because the AI will never get the tactical benefits from lethal bombing fighters (finishing off badly damaged units with them). They mostly use them for tile bombing. The AI routines sadly can't 'see' the usefulness of lethal bombing fighters.


Anyways, superb work.

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 10-05-2003 19:23
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quote:
-You should reconsider whether lethal fighter units is a good idea. I say this because the AI will never get the tactical benefits from lethal bombing fighters (finishing off badly damaged units with them). They mostly use them for tile bombing. The AI routines sadly can't 'see' the usefulness of lethal bombing fighters.


Now, the problem is that this would need a lot of changes in fighter stats to make them balanced again, plus I think that some players like lethal fighters too much (and I don't want to disapoint them).

I could, for same reasons, disallow artillery too, since AI doesn't know to use it well, but it would also be a bad idea.

Anyway, I still don't know what to do with this one.


P.S.
I think that some players reported that AI used lethal fighters against ships to sink them, but I'm not 100% sure.
(probably because there are no tile improvements in the sea)

quote:
-IMO you should comment in the readme and the topicheader that loading cruise missiles onto transports is actually a cheat because the AI can't do this because of the 'cruise missile AI strategy' limitations


I don't think it's a necesasry since that "feature" by itself is not part of this MOD. It happens in vanilla PtW too.

kettyo is offline kettyo
Warlord
Budapest, Hungary
Mar 2002
time: 06:23
  Old Post 10-05-2003 22:45
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quote:
Originally posted by player1
I could, for same reasons, disallow artillery too, since AI doesn't know to use it well, but it would also be a bad idea.




quote:
Originally posted by player1
Anyway, I still don't know what to do with this one.


Don't take it too serious. It was just some kind of an 'instant tought'.

quote:
Originally posted by player1
I don't think it's a necesasry since that "feature" by itself is not part of this MOD. It happens in vanilla PtW too.


Yes i now that.
Suggested just to make your readme 100% perfect.



1 more question.
Haven't you tought about playing a little with fighter defense stats yet?

As it is now, sending fighters to shoot down defending interceptors isn't a very effective thing because the interceptor has 2× odds.
What do you think about increasing the defense rating of fighter-class units some?

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King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 11-05-2003 03:38
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quote:
Haven't you tought about playing a little with fighter defense stats yet?


I just don't think it's a necessary.

P.S.
And, on the other hand, when you are making land assault you try to have higher number of units then defender.

So I don't think it's the probelm if it gets carred out in the air too.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 07-08-2003 16:05
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Version 1.24 is out!

Comments to changes in v1.24

MOD has been made compatible with v1.27f PtW patch.
And that's all.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:23
  Old Post 19-01-2004 15:06
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Conquests version of Patch Suggestion MOD has been released.

Link:
http://apolyton.net/forums/showthre...threadid=106579

 
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