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Sisawat
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I modded my guerillas 6.6.2 ignore terrain restrictions, invisible, colorless.
Three AI countries bought the farm at the hands of their neighbors in undeclared wars consisting entirely of guerilla actions. (which, admittedly, was really cool, and sorta the intended effect: constant low-level undeclared war)
Its a fun game, but I think next time I either won't make them invisible, reinstate terrain restrictions, or bump them somewhere else on the tech tree further down.
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Sisawat
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That's part of the plan, as well as several other colorless 'partisan' units. The problem in this last game was that most of the neighboring countries lacked enough rubber to defend themselves properly. Regular Infantry was adequate, and I have defended one wall-less city against hundreds of attacking guerilla units with four infantry and two artillery.
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Sisawat
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Trust me, bump them further down the tech tree or they will rampage all over the map. The invisibility makes a big difference. Any nation that hasn't got any rubber or hasn't upgraded their units will be swiftly overrun by other AI; It seems that the colorless units cause AIs at peace to ignore the threat.
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planetfall
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Incoming from CO
Jan 2002 time: 22:25
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For a more even unit, give guerilla 80:5.2.2 no terrain penalty for: hill/mt/jungle
Why?
If cost == 90 ++, AI builds too many instead of infantry.
Off == 5. If 6, sometimes have same problems of AI building armies of guerillas. 6 would make sense, but AI overvalues and over creates guerillas at the expense of infantry. AI's with armies of guerillas are way too weak.
Def == 2. Sounds super weak, but like the paratrooper and marines, the defense values of these modern units seem to be tweaked in actual combat situations. Besides guerillas are great for offense, not defense. Their defense is slipping away.
Move==2. All terrain as roads makes them light calvary. No way a foot unit can move as fast or as far as a unit on horse. Now if you changed the graphic and made these modern cavs on harleys, that would indeed make sense. To support slipping away, removed terrain restrictions of hills/mts/etc.
How does it play? AI with rubber will build about 1 guerrilla to 5 infantry. This seems to be about the right build percentage.
Oh, another option now relooking at costs, would be to keep cost of guerilla at 90, but bump infantry to 100 so AI builds more infantry than guerilla.
Also, the AI does NOT use the 2 moves to strike in move 1 and escape in move 2. I have yet to see any escape moves. For a human player this is a big advantage. Hit, run and the AI has to search for you.
Oh, also changed so guerrilla is invisible. Only visible to: other guerillas, infantry, mechs. This does help keep streams of MA running thru land without foot units.
Not fully satisfied with these guerilla values, they are quite good but don't yet have a feeling they are ideal. Open to alternative suggestions. Maybe rifleman is too costly at 80, etc.
== PF
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Sisawat
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quote: Also, the AI does NOT use the 2 moves to strike in move 1 and escape in move 2. I have yet to see any escape moves. For a human player this is a big advantage. Hit, run and the AI has to search for you.
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Oh, it most certainly does in my games. While I agree with you comments about the attack and defend values so that the AI builds less, it definately was using the retreat againt a city of mine, sending a stack of at least fifteen at a time to attack and then promptly retreat back to an AI city.
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Mad Bomber
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Columbus, Ohio
Nov 2002 time: 00:25
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quote: Originally posted by planetfall
For a more even unit, give guerilla 80:5.2.2 no terrain penalty for: hill/mt/jungle
Why?
If cost == 90 ++, AI builds too many instead of infantry.
Off == 5. If 6, sometimes have same problems of AI building armies of guerillas. 6 would make sense, but AI overvalues and over creates guerillas at the expense of infantry. AI's with armies of guerillas are way too weak.
Def == 2. Sounds super weak, but like the paratrooper and marines, the defense values of these modern units seem to be tweaked in actual combat situations. Besides guerillas are great for offense, not defense. Their defense is slipping away.
Move==2. All terrain as roads makes them light calvary. No way a foot unit can move as fast or as far as a unit on horse. Now if you
changed the graphic and made these modern cavs on harleys, that would indeed make sense. To support slipping away, removed terrain restrictions of hills/mts/etc.
How does it play? AI with rubber will build about 1 guerrilla to 5 infantry. This seems to be about the right build percentage.
Oh, another option now relooking at costs, would be to keep cost of guerilla at 90, but bump infantry to 100 so AI builds more infantry than guerilla.
Also, the AI does NOT use the 2 moves to strike in move 1 and escape in move 2. I have yet to see any escape moves. For a human player this is a big advantage. Hit, run and the AI has to search for you.
Oh, also changed so guerrilla is invisible. Only visible to: other guerillas, infantry, mechs. This does help keep streams of MA running thru land without foot units.
Not fully satisfied with these guerilla values, they are quite good but don't yet have a feeling they are ideal. Open to alternative suggestions. Maybe rifleman is too costly at 80, etc.
== PF |
My 6.8.2 mod I have recently used (cost=80, ignore rough) with good results. The units are weaker at attack and defense than regular infantry, they are cheaper, require no support, and will attack, retreat if the option presents itself. As for the building by AI's this seems to be in PF's range of 5:1 ratio of infantry to Guerilla (actual ratio is appox 100:15 but you do the math)
I like the Guerilla as I have it in my mod, I should note that they are not colorless this would be an exploit IMO and lead to ceaseless wars. One minor tweak that I think I will add is to give them the radar ability so that they know more of their surroundings.
Note: The invisible trait does not mean that they cannot be attacked. I gave the invisible ability to the guerilla, and my tanks started attacking them, but it was like they were attacking empty air, decidedly unpleasant was that experience.
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Sisawat
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quote: I should note that they are not colorless this would be an exploit IMO and lead to ceaseless wars. |
It does, and in my case was the intended result, but is something really an exploit if the AI uses the units as intended? Can the AI use exploits, by definition?
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