Restricting the promotions available to nanites sounds good to me, as do the proposed movement abilities. Restricting promotions means that they won't be over-the-top if you have lots of starting XP, which CAN be used to boost regular units against them.
Will the AI have difficulty with the proposed movement abilities?
Seems sensible.
Ihave to admit I don't like too much the cutting of the Landing Ship Tank, though it probably could have been moved a bit further up the techtree, as it was indeed too close to the Transport.
I can't see any reason, to tell the truth. I think you can remove it.Is there a reason for Stealth Submarine and Fusion Submarine to have an <iEvasionProbability> stat? It seems to me that evasion only matters to air units (including all missiles) conducting a mission and paratrooper units when conducting a paradrop.
I did some comparison on the Mecha units. Since I'm flipping the upgrade paths of Power Armored Infantry and Walker Droid around, and they both show up at the same tech now (Automated Vehicles), I would like to have these units have fairly similar special abilities. Assault Droid is missing a few abilities that PAI and Assault Mech share, and the city strength stats seem to have no logic. I'm also adding some downgraded versions of Assault Droid's abilities to PAI. As long as PAI requires Mech Assembly Plant, you should get something good out of it.
Power Armored Infantry
- Add Collateral Damage: 60% max damage to 6 units. Assault Droid and Assault Mech have Collateral max 70%/8 units.
- Add Ranged Attack: Range 1, 70% Accuracy. Assault Droid and Assault Mech have Range 2/80% Accuracy.
I wouldn't say that Marines are city defenders, rather assault units.Why?
Power Armored Infantry is actually the Space marines from W40k and Starcraft.
Those are hardly siege units, rather city defenders.
45°38'N-13°47'E;14340534 said:I wouldn't say that Marines are city defenders, rather assault units.
I prefer to think of PAI as Heinlein outlined it in Starship Troopers (the original book!): highly effective marauders performing hit and run attacks, able to be deployed quickly, do high damage, and get out before the enemy can react in force.
Sounds good to me but shouldn't we make biological missile stronger? It's supposed to be a dangerous weapon I think but right now I've built it only a couple of times.I was just looking at the Chemical promotions, and I noticed that they are open to Biological Warfare units.
The only unit that can benefit from these promotions is the Biological Warfare Missile; the BBM and the Plague Bringer have combat strength 0 and are not eligible for promotions (they use the nuke mechanic instead).
The Chemical promotions are also the only promotions that a Biological Warfare Missile can take, and a choice with only one option isn't much of a choice. The purpose of the Chemical promotions is to increase the unit's strength against non-mechanical units and collateral damage. The Biological Warfare Missile has strength 40 (pretty low by Modern standards) and collateral damage 60% to 8 units, which I think is already fair enough for one missile without boosting it. Collateral damage is applied even if the unit dies. I think we should delete the Chemical promotions from the Biological Warfare units. Other units would still be eligible.