View Full Version : Stuff for v1.10
PrinzMyshkin Apr 02, 2009, 01:43 PM Hi Dale,
I guess you may want to work on Zuul's stuff at some point (according to AoD2 roadmap v1.10).
If there is something, I miss is the population requisitives for buildings.
Also fortress used to require 200 tools. Now it's only 100. :(
I attach the original colonization 1994 manual. Please check page 134/135.
Also I was checking units strengths, and no doubt why sweet balanced is lost in REF wars.
Veteran Soldier 3
Veteran Dragoon 4.5
Continental Regular 4
Continental Cavalry 5
Regular 5
Cavalry 6
Now everything is just too easy!
Aerion Apr 03, 2009, 12:23 PM Hi Dale,
I guess you may want to work on Zuul's stuff at some point (according to AoD2 roadmap v1.10).
If there is something, I miss is the population requisitives for buildings.
Also fortress used to require 200 tools. Now it's only 100. :(
I attach the original colonization 1994 manual. Please check page 134/135.
Also I was checking units strengths, and no doubt why sweet balanced is lost in REF wars.
Veteran Soldier 3
Veteran Dragoon 4.5
Continental Regular 4
Continental Cavalry 5
Regular 5
Cavalry 6
Now everything is just too easy!
I'd go along with upping the tool requirement for a fortress if it was acutally worth building. Though I haven't tried it since I started playing AoD, in vanilla C4Col, the fortresses were WAY understrengthed in relation to the attackers - expecially the REF.
PrinzMyshkin Apr 03, 2009, 01:49 PM Mod with many and very interesting innovations. Food for thought. :)
One of them is the looter.
Check out the rest.
http://apolyton.net/forums/showthread.php?t=184594
Dale Apr 03, 2009, 03:25 PM The fort and fortress tool requirement was changed in 1.01f.
I agree with Aerion that they're now worth building. Before, it was a lot of tools for not much. Now with half the tools and the ability to cannon bomb ships they're worth it. :)
Can't do half strengths in Col2. Plus Col1 never had any bonuses, just raw strength.
Dale Apr 03, 2009, 03:28 PM Mod with many and very interesting innovations. Food for thought. :)
One of them is the looter.
Check out the rest.
http://apolyton.net/forums/showthread.php?t=184594
I don't agree with most of the changes, and a fair few are in patch 1.01f (ie: joining city after move).
As for Indian looter I'd rather all Indians have the ability to take you on without a DoW. Then they can flog your treasures and wagon trains. Every so often they'll attack you too with no reason.
PrinzMyshkin Apr 03, 2009, 09:07 PM I also like this native scout idea. Funny enough it already exists as a class. 2D model too. Gives a purpose for scouts too.
Looting seems though awfully underpowred.
Maybe give farms, lodges and mine +2 bonus, and make them more expensive?
Yes, DoW for indians is a bit silly.
PrinzMyshkin Apr 03, 2009, 09:17 PM Yup, in 1994 fortress bonus was 200%, but tools were 200.
REF used to get a 50% attack bonus, a +XYZ% for torry any sentiment and a +XYZ% if a man-o-war had tried coastal bombard in the same turn.
Now they have to oppose this huge +XYZ% for rebel sentiment, which gets as high as 50% and 100% for Simon.
In my games I've given them 50% city strength, and <iCombat>1<\iCombat>, but nerfed cannons a bit. Not sure for cannons. But, IMO higher difficulty levels should get a stronger REF. Killed 10 REF units for every one of mine is a bit overpowered.
Dale Apr 04, 2009, 05:03 AM I've made some changes to the REF, and I'm testing how they go. The two biggest changes:
1. REF unit's strength will scale with handicap now. ;)
2. Galleon no longer transport of choice for King, now the War Galleon is (unique King unit).
PrinzMyshkin Apr 04, 2009, 08:47 AM Cool! That's very exciting now. :)
How does it scale with handicap?
westamastaflash Apr 04, 2009, 11:36 AM Bug - If you are in the city screen and click on a person to clear their speciality, i get a crash to desktop.
PrinzMyshkin Apr 04, 2009, 11:46 AM Negative. Works fine for me.
Please post a savegame to reproduce.
Aerion Apr 04, 2009, 05:39 PM As for Indian looter I'd rather all Indians have the ability to take you on without a DoW. Then they can flog your treasures and wagon trains. Every so often they'll attack you too with no reason.
The Indians in Colonization I did that. I sort of miss that in this one although it was frustrating at times. But it should be something they only do if their relationship with you is below 50%. Perhaps even a FF that causes Indians to not raid anymore.
Dale Apr 04, 2009, 06:48 PM The Indians in Colonization I did that. I sort of miss that in this one although it was frustrating at times. But it should be something they only do if their relationship with you is below 50%. Perhaps even a FF that causes Indians to not raid anymore.
Yeah I'd definitely make it rare, not predictable like Col1 was either.
Aerion Apr 04, 2009, 10:19 PM Yeah I'd definitely make it rare, not predictable like Col1 was either.
Yep. I agree.
mackkk Apr 08, 2009, 07:03 PM nevermind, it's all below
mackkk Apr 08, 2009, 07:11 PM A couple of my ideas for future development:
1. Ships ability to unload cargo directly onto land for a later pickup by wagon trains.
2. Wondering if addition of a new terrain plot would be possible. This new plot, let's call it savannah, would be pretty universal and give player 2/3* food, 1/2 cotton, 1/2 sugar 1/2 tobacco and would be restricted to light forest only.
(*forrested/deforrested)
3. Colonists dying instead of emmigrating when famine!
Other proposals: setting muskets' prices in area of 7-11 and slightly decreasing natives' price to around 15 would balance game better; scouts starting with free PROMOTION_EXPLORER1 would make them more desirable and veterans resources yielding abilitiy decreased by 1 (maybe except for bells) would be more true..
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