 |
|
CerberusIV
|
|
Hard to say. I got fed up with frigates struggling to sink galleons so I changed frigates to 3.2.4 and removed bombardment, changed MOW to 4.3.4 (with bombardment), moved ironclads to Industrialisation and made them 6.4.4.
That all seems to work OK and makes the MOW significantly better than the unit it replaces (which is probably what you are looking for).
|
|
|  |
 |
|
CerberusIV
|
|
I play with continents on standard maps and move between building and war so my games go into the modern age. The AI certainly does build carriers and uses them. It also escorts them with battleships.
I only build a few frigates/ironclads and wait for combustion to really expand my navy. I have certainly seen the AI build 8 or 9 battleships plus a few other naval units.
|
|
|  |
 |
|
Abdul-Aziz
|
|
Land of Eternal Truth
Feb 2003 time: 08:26
|
|
I didn't seen AI building nukes...
|
|
|  |
 |
|
The_Aussie_Lurker
|
|
Adelaide, South Australia, Australia
May 2001 time: 05:26
|
|
I would actually suggest that, in order to keep the Frigate useful, for longer, you can do so both by slightly delaying the advent of the Ironclad, and by setting the movement cost of non-coastal tiles to more than 1. Then, I would give the Frigate the Ignore movement cost ability, thus keeping the frigate relevent by making it one of the sole combat vessels which can operate effectively on the high seas! In addition, you might want to introduce an earlier version of the battleship, which is faster and more effective than Frigates (and cheaper than a normal battleship), about the early to mid Indutrial age
Anyway, just some things to consider.
Yours,
The_Aussie_Lurker.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:26. Apolyton Time is 00:26. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|