Recent content by OneHundredBears

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    1.9.5 Feedback

    The new tweaks noticeably improve the performance of the Deity AI, but still leave it weaker than it was. I think that the elimination of the human's 30% research handicap is the culprit. The AI does do a better job of improving spice early, but not enough to offset the faster human research...
  2. O

    1.9.5 Feedback

    I found the opposite to be true in my first few Deity games with the new patch. In 1.9.4, it took a particularly fast start or lots of spice to get a tech lead and even then most religions and wonders took a beeline and some luck to get. Now a routine start is enough to get the edge in tech by...
  3. O

    Balance Concerns

    I'd echo Ahriman's advice on difficulty and add my own experience. If you aren't losing a significant number of your games, they probably aren't very exciting. Individual games vary enough that if some of them are close enough to be interesting in the late game, a number of them will also be...
  4. O

    Balance Concerns

    Sorry. I meant 'would be nice if there were times when pursuing a terraforming victory had a higher probability of winning than any other strategy.' This is probably very difficult to do without making terraforming almost always the best victory condition and runs counter to your design...
  5. O

    Balance Concerns

    It wouldn't be fair to compare normal quads against bladesmen. Ix is paying a both a trait slot and most of its faction-specific benefits, though. If doesn't seem unreasonable for them to get an earlier city-busting unit in return. But I had thought that the window between when quads first...
  6. O

    Balance Concerns

    Good idea. Anything in the 60-80 hammer range strikes me as balanced. At 60 hammers, Ixian quads are slightly less effective at taking cities than bladesmen and very powerful in the open against someone with only infantry. At 80, even non-Ixians will occasionally want to use quads in games...
  7. O

    Balance Concerns

    The strategy guide is updated with the changes and a few additional tweaks. That's a good change for the guide, but I'll stick with the water-costing buildings in my games. For cities that can use all of the bonus health, dew extractors with 4 resources give the same +1 net water/40 hammers...
  8. O

    Balance Concerns

    Done. I've taken out the links to the strategy guides that don't apply or refer to lots of things that don't appear in DW. Since so few are left, I deleted some of the then unnecessary categorization in Text/Strategy_CIV4GameText.xml (but left the text for the removed guides intact). I've also...
  9. O

    Balance Concerns

    Thanks for the welcome, everyone. Davidlallen: I'll have to check out the Improving Pedia Content thread and see if there are any tech quotes that I can contribute, but I'll certainly be able to post xml with the old RevDCM guides removed and at least a short new one tomorrow. Jumping right back...
  10. O

    Bug reports

    In version 1.9 Final, industrial mentats don't always give their +10/15% production bonus. As far as I can tell, the bonus doesn't appear whenever a building in their city (for instance a factory) provides a percentage production bonus, but does appear otherwise, independent of leader...
  11. O

    Balance Concerns

    I encountered the mod two weeks ago (before the Better BUG AI edition) and have been impressed so far. It captures a lot of the feel of Dune, the gameplay is exciting and the new mechanics, especially religion and the spice, look like they support a variety of interesting choices. As Sid Meier...
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