Wars of Religion or Philippe II vs Elizabeth or... PREVIEW

Hi again.

2 things:

1- The English Draggon is surprinsigly weaker than their counterparts, why is that?

2- I think Militia, Pikeman and Musketman should be upgraded to a better unit. For example, Militia should have an upgrade to improve only its defense value, it could be the same unit as the English Pike, but without attack value, and Musketman should be upgraded to become a Musketeer. Pikeman could also be upgraded to English Pike.
 
1. - just forgot to add his real stats...

2. - Militia are not upgradable. It is to be kept a cheap (draftable) weak defensive unit in case of a close threat (to encourage armies moving out of towns). The AI strategy for it is not great yet and can surely be improved but I don't think it would beb y upgrading it.
Pikeman ---> Pikes (or English Pikes or French Pikes, etc...) and Musketman --> Musketeers (or French Musketeers, English Musketeers).
So we agree on the theory.
Now if you could not upgrade it means either the upgrade line is broken again (will check) or you did not have enough money to upgrade.
 
prolly money. it was so expensive that i just built new ones and used the old as cannon fodder.
 
The scenario looks good. I'd love to test it, but sadly I don't have the time :(

Here is the CivPed entry you requested. I hope it is the right size.
 
Thanks Calgacus, right in time for the release of version 0.99 and the testing !


Download TGA and unzip into C3C/Scenarios. Choose overwrite.
Unzip the text.zip and put all the files into C3C/Scenarios/TGA/text (choose overwrite all).
Put v0.99niq in your C3C/Scenario folder.

It should include all that is needed and that has been added since the release of the main large Art file.
 
I just installed the latest and it seems to work fine, but testing the Arabs I looked at the 'Turk' unit (in the tech tree) and the description is messed up.. partly missing and with a cost of 0.. Also saw that it now correctly says gallowglass in the pedia, but in the description (when clicking the link) it still says 'galloglass' ;)
 
Great Ironduck, I can change that for the PBEM biq we will use so very useful feedback.

But galloglass in the pedia will have to wait I am afraid.

BTW I realize I nver answered your questions about mercenaries :
this is a tech you get from the start, both non-era and non-tradable so it is normal it does not show on the tech-tree.

In the MP version of the biq since there is no Germany there is no need for the resource for building them.
 
Just some comments on the map, mainly about Scotland and Wales :) :

1) Milford Haven wasn't founded until 1835, as a place for English settlers in western Wales. You could replace it easily with a number of important historical locations, like Pembroke or Carmarthen or even St Davids. If you wanted to relocate the city, you could chose any in southern Wales, including Cardiff.

2) Scone was not a significant urban settlement, but the historical place for the coronation of the king of Scots (previously Picts). It should be replaced with Perth, which was a large urban settlement at the time.

3) Likewise, it'd be better to get rid of "the Highlands" since, besides not being a settlement, and besides covering only a tiny part of the area called Highlands, the city has been placed on the site of many historically important towns and locations: notably Blair Atholl (important in this period) and, less closely, Dunkeld, the ancient capital of Scotland.

4) In this period, Britain had 6/7 universities: Oxford, Cambridge, St Andrews, Glasgow, Aberdeen (Marischal and Kings) and Edinburgh. It'd be nice to have universities in these locations if the locations are available (as with Cambridge, Aberdeen, Glasgow and Edinburgh), just for show. :)

5) There are a number of typos on the map, including Edimburgh (Edinburgh) and Tabert (Tarbert).

6) Thurso is a square or two too far west.

Here's a map that might help:

http://www.lib.utexas.edu/maps/historical/shepherd/british_isles_1603_1688.jpg
 
Thanks Calgacus. I wish someone like you had reacted when I asked the first time (as I am illiterate when it comes to Scotland and Wales....). Your advice have been taken (except St Andrews that I did not create as a city and Thurso because I am not sure I can really move it. Will check tomorrow, too tired to check now).

That made me notice something else : when I erased some possible improvements it changed many things in the city lists. Arghh ! some more tedious work to do.
 
Yeah.... guess we should have noticed edinburgh haha tells u i never bothered with the scots!
 
Did a quick test as England again - I think they need a few more land units to start with around the English Channel to fend off invasions.. (when playing humans at least)

Overall the game seems a bit weighted towards the Catholic alliance, but I assume it is meant to be.

Wool luxury doesn't show up in the city view screen btw, it's just blank - I see we can get drunk on liqueur now btw ;)
 
Yeah british without enslave on sea dogs are WAYYY weaker navalwise. Brits need more privateers IMHO...

Also, Irish with knights and gallos is mega biatch to deal with!

England seems to be in the worst of all worlds for this scenario... which is why I want to play as them... ;p
 
NOTE ON LEADERNAME BUG: It seems that the last leadername you use is the one that sticks to all the leaders... its kinda bugging me that I cant do anything about it...

I found this out when I changed Elizabeth's name from Henry IV of Navarre of the English to Elizabeth I, and then ALL the leaders names were changed to Elizabeth I

SIDENOTE: did you really get rid of hurry, or is this some kind of weird thingy wrong with my file?
 
Quick test with 0.99 does indeed reveal a weird bug - the Maghrib and Irish cannot order respectively Arab spearmen or Gallowglass built. All the cities are set to build them at startup, but changing the build order to something else the option to build either of those respective units disappears from the build queue. Similar to if one had started building a unit that requires a resource, then have the resource cut off. It's possible to finish building that unit, but not to start it from scratch.

The Scots did not have this issue with Highlanders (checked it). I don't know if it's a new issue with 0.99 or if it's older..

My guess is that the problem stems from the lack of tech representation leading up to this age. Those units require a certain tech from the prior age, but the age is not 'marked in' so the tech doesn't really exist. Putting all the lead-up techs into the 'ancient era' should fix the issue I think.. (although I have no experience with scenario setups, just seems plausible)

Also, there was another unit in the Arab tech tree to the far right bottom corner that misses both an icon and description and stuff..
 
OK, I have found AND solved the problem for gallowglass and Arab horsemen.
Just in the biq file so no need to change anything in your setting. It will work OK in the MP version.
 
BUGs: Frigate attack and defense are wrong. I checked it in the editor; you have it set to a 2.2.5 boat...

Seems kinda crappy, until you notice that the Man-O-War is a 7.4.1 rock... ;p

LL, I have a feeling we have not been the best of testers if we missed something like that!
 
Loulong:
Download TGA and unzip into C3C/Scenarios. Choose overwrite.
Unzip the text.zip and put all the files into C3C/Scenarios/TGA/text (choose overwrite all).
Put v0.99niq in your C3C/Scenario folder.

It should include all that is needed and that has been added since the release of the main large Art file.

I'm just coming in on this thread. Wheres the main large art file? Do i need that or is everything in this post?
 
I have hardly done any naval testing other than transporting american treasures for Spain and capturing ditto for England with the sea dogs. I've concentrated more on looking at balance of combat units, how the battles shape up on land, and the productivity and economy.. (low productivity is still an issue for many countries, but that seems to be a strategic decision).
 
Back
Top Bottom