Madeira
Oct 27, 2003, 09:41 AM
While testing a few modifications to my scenario somethings strange happened and I would like to share it with you:
I made Writing a high cost tech that will take about 6 dozen turns to research depending on the civ's size, gave it as a startup tech to all the non barbarian/nomadic civs. Also made the worker available with Writing, so you wont see the barbarians building irrigations and roads in the start of the game. Thing is, I noticed after a bunch of turns in a game, there were two civs, the Teutons and the Goths if you want to know :), who had Writing by now, but didnt build any workers!! That completely screws up things for them cause all the more advanced units require a base metals strategic resource. This didnt happen in all the games i started, I think but im not sure, it happened when I gave Writing to them in a trade diplomatic session.
One other thing, and this one is much more interesting, I changed the combat experience base hitpoints, before I used 3/5/5/6, recently I changed to 2(conscript)/3/3/4(elite) so archer and artillery units are more important, that lost hitpoint when a unit attacks a city or a group of units with an artillery unit in it makes things much harder for the attacking unit now. What I found in the first and following games i started after changing this, it can be related to some other change I did but my money is on the hitpoint change, units can no longer heal in neutral or even friendly territory, they only heal when inside a city!! I think this is cool! Only bad thing is you see AI units retreating to neutral turf when they're damaged, and just stay there waiting to be healed :rolleyes:
Anyone ever came across these?
I made Writing a high cost tech that will take about 6 dozen turns to research depending on the civ's size, gave it as a startup tech to all the non barbarian/nomadic civs. Also made the worker available with Writing, so you wont see the barbarians building irrigations and roads in the start of the game. Thing is, I noticed after a bunch of turns in a game, there were two civs, the Teutons and the Goths if you want to know :), who had Writing by now, but didnt build any workers!! That completely screws up things for them cause all the more advanced units require a base metals strategic resource. This didnt happen in all the games i started, I think but im not sure, it happened when I gave Writing to them in a trade diplomatic session.
One other thing, and this one is much more interesting, I changed the combat experience base hitpoints, before I used 3/5/5/6, recently I changed to 2(conscript)/3/3/4(elite) so archer and artillery units are more important, that lost hitpoint when a unit attacks a city or a group of units with an artillery unit in it makes things much harder for the attacking unit now. What I found in the first and following games i started after changing this, it can be related to some other change I did but my money is on the hitpoint change, units can no longer heal in neutral or even friendly territory, they only heal when inside a city!! I think this is cool! Only bad thing is you see AI units retreating to neutral turf when they're damaged, and just stay there waiting to be healed :rolleyes:
Anyone ever came across these?