 |
|  |
 |
|
Antrine
|
|
Well, here I have billed myself, 'The graveyard Keeper'. 
Well, I have found the Hidden Nationality, Invisible, spy attack tags very very useful. Great actually, however it did require some special game tweaking. Similiar to what I had to do to get the AI's to use Armies as much as the human and sometimes even better.
The flow of units 'in game' for each Age (if you use more than one, I don't) must be wide and deep.
Via, units by buildings and small wonders easy to build. By a fat mix of city que availability as the techs roll by. I try though to have each unit unique in some special way no matter the number of units by kind character and use. Also, the third avenue is set nearly every unit to spawn units via combat.
This develops a distinct culture of 'undeclared' and declared war. None of my AI's are roll-overs, they use all units abundantly, and I do well to take by combat a half dozen cities in one hundred turns!
Of course, there are other very significate set-up factors that weigh into this, briefly; an abundance of resources everywhere available, a pre-laid road network capitol to capitol. ( I slow down travel betwixt by placing barriers on roads that connect empires and on some post very powerful barbs. This inhibits taking advantage of it except that the AI's are happy and connected to resources, so they can be more freed to build units, buildings and small wonders. Turn off 'pillaging and auto-pillaging' except for one or two common and easy to kill units.
Anyway, it works great. Best part is that the AI's can attack your cities during peace with armies stocked with hidden nationality units and the human is sorely disadvantaged, can not even take those cities back without starting a war you may not want. Also AI's start with 80 or so units and eight settlers.
The human a little less. There are other little tweaks that all seem to favorably add up. My interest in pursuing this avenue was only because you guys reported the AI favored using these nefarious units and I wanted to take advantage of anything the AI would just do. Considering Artilery etc. this was hopeful I thought.
Anyway, glad to hear your mod is out, will look it up. Thanks!
|
|
|  |
 |
|
Tau
|
|
Helsinki
Oct 2004 time: 07:31
|
|
Perhaps I'm simply stupid, but why does it seem that I can't cultivate the land before the discovery of Crop Rotation?
Surely, extensive irrigation should be possible very early in the game?
|
|
|  |
 |
|
Tau
|
|
Helsinki
Oct 2004 time: 07:31
|
|
I agree with you on this, but the history geek in me is weeping. This is just another case of realism vs. playability. Or maybe there's a compromise?
|
|
|  |
 |
|
don voss
|
|
hi i love dyp for conquests but recently had to reformat hd and reinstall and my rar aint working again i need if anyone knows location the files for theamerican rifleman persian tank and several others they were in a odd file and cant remember where i downloaded it from thanks in advance
|
|
|  |
 |
|
don voss
|
|
units like the panzer iv t-34 and some tohers still not there
|
|
|  |
All times are GMT. The time now is 05:31. Apolyton Time is 00:31. |
top of page
|
|
|
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
|
|
|
|
|
|