Pazyryk
Deity
- Joined
- Jun 13, 2008
- Messages
- 3,584
The analogous units in base game you should be using for reference are range 1 Gatling and Machine Gunners, not Archers. Base game Archers function very much like siege, attacking from great distance and totally weak in combat. I was impressed with Gatling/Machine Gunners in G&K because they operate very differently from siege and do things that I think archers should be able to do, like defend a hill or fort (base archers can't do that). So having the same ranged/combat strength is part of their new function. (First strike would be a nice alternative, but no way to code that right now.)make sure ranged units combat strength is considerably weaker than their ranged strength and the melee combat strength contemporary units.
Having said that, the values do need adjustment. The goal here is to make them comparable to light infantry (tier 2). They should be inferior for conquering cities, but superior for defending a rough terrain plot and perhaps equal or slightly inferior on a flat terrain plot (let's assume Éa Archers are like Legolas and will shoot you in the face at close range; or, if that is too much for you to swallow, that they have swords and can use them). Horse Archers require both Archery and Horseback Riding (and the resource but Horses are common) so probably should be considered tier 2.5. Chariot Archer is a weaker version of Horse Archer that requires only Archery and the resource, so really tier 2. Chariot is actually a tier 1 unit (no tech req) but should be somewhat better than Warriors with the resource req.
Whatever logic is developed above can be applied up the lines to tier 3, 4, etc. So..., perhaps archer should always be 2/3 strength of same-tier melee (remember that melee all have +33% city attack). Horse Archer line is a bit more complicated because you have both armored and unarmored/fast horse-mounted at each tier.
Elephants are supposed to be quite a bit stronger than same-tier. That's balanced by higher production cost (but perhaps needs to be raised more) and more restricted resource.
The Slave bug is hiding the Merc morale effect. Mercs have baseline morale = 0, unaffected by civ happiness. Drops to -20 if you are at war with the mercs original owner (you can see original owner in the merc panel under "Employed" tab). It's a pretty key mod concept that mercenary and slave armies are decoupled from civ happiness (especially the latter, since slavery-focused civs can actually benefit from unhappiness).anyways, a morale penalty on mercs (or better: a no-happiness-bonus) wouldn't have been a bad idea.
Thanks!Your mod rocks
I'm trying to fix that. For now, you have to look in strategic view.- Copper is not visible at all on any type of terrain.
Yeah, I left the space for this, but didn't code it yet. I thought it would add a lot of interest when you are shopping around for mercs.- An allied mercenary CS was offering a lvl 2 light infantry but this unit didn't have any promotions in the menu (didn't hired it to check).
Yew resource is removed if clear the forest/jungle. But I didn't account for the case of settling on one. I'll fix that.- After discovering archery, i settled on a yew deposit. A few turns later the ressource has disapeared but i still have 6 yew in my commercial network.
Every city in every civ gets 1p1g1s per . The 1p1g are just part of the mod yield system.- After opening commerce, my capital produce 3g and 1g per