Hello R0GERSHRUBBER,
thanks for this usefull and very detailed feedback.
-The AI seemed to build Scrap Merchants in every city, but they never seemed to build the Lumberjack or Charcoal huts.
I will adjust the flavors it may help the AI.
-The AI very often seemed to have units with the resource shortage penalty.
Interessant, first guess is that the AI got those units from city states.
-I was able to "defeat" a city with a Special Ops unit, knocking it down to 0 hp. The unit moved into the city, but did not capture it. I had to move that unit out of the city and go in with an Infantry.
I will check this, the Spec ops should be able to capture a city.
Tanks (medium and heavy) are ridiculously powerful.
VS which units ? if it's vs non gun units it's what I wanted (I find it insane when tanks are damaged from cavalry or melee attacks).
Early and light tanks were very vulnerable to medium tanks but should be able to deal some damage. I will probably need to adjust the balance here.
I wonder if the penalties/bonuses between armor and non-armor units cause the AI to be unable to calculate their strength.
Maybe, I should increase the flavor of tanks in attack.
Or it is because they require a building and a resource. I will check the flavor of the buildings
I doubt it's related to your mod, but I played on a Large, Small Continents, Low Sea Level map and there were only 4 uranium resources.
No nothing related, but thi why I made the resource part of the mod : I don't like to have to declare war just to secure a resource, it's uncivilized
-Semi-related note: I like the nuclear fuel reprocessing facility (although it's effect is more like a breeder reactor), although maybe it should come with a later technology and be normal (if very expensive) building with a smaller effect.
Good idea! I will probably do this.
In general, it seemed like there was an excess of iron, horses, and aluminum in the game but a deficiency of coal in spite of the charcoal hut. I had an enormous empire, so I don't think this was a local effect, although it may have been the product of the units I favored.
Yes at some time you may need more resource than what you can get. For the horses it's game related, but I could make a new building to have more horses
I recommend trying to avoid technologies with no benefit; try to move an effect from another tech in their chain, renaming the technology if necessary for that to make sense. (For example, move Uranium to the Radioactive Decay tech)
I agree, I will work on this.
Some techs are placeholders to avoid broken pipes in the tech tree. Those broken pipes may have triggered a broken tech tree for some users. Now I should give those techs more sense.
I would like to see the Timber resource from the lumberjack building tied to the number of forests in the city radius. Not sure if that's possible, but it would be cool.
Same for me, but not possible at this time
In general there are many pedia entries that have incorrect or inconsistent data. Too many to name.
In english ? I have to update a lot of the vanilla pedia entries, to be honest I wanted to have the mod running fine before investing a lot of time in the pedia.
-I like the contractor/etc. units. Never saw the AI use them, but that's not the end of the world as they're quite expensive.
Yes the AI don't really know to use them. They are an option for the human player, the cost is here to balance this advantage.
The mobile artillery units attack animations are broken and take a long time to resolve. They're ridiculously powerful units, though.
I will look into this, I may have missed a file update from Danrell.
And I probably need to balance them.
I enjoyed the mod a lot; great work!
Thanks again, I will try to make it better with your remarks