Changes for v1.09

Would it be possible to get a switch on game setup to nix all the western nations? Yes, I know you can do this manually but it's a pain, and sometimes I want to be surprised by the "eastern" mix.

Not that the western nations aren't a neat addition, but it radically alters the way the maps play out since you have competition from the "other side".
 
Ups! Just realised:

<Type>UNIT_ARTILLERY</Type>
<Class>UNITCLASS_CANNON</Class>
<iCityAttack>125</iCityAttack>

Took me like 5 versions to understand? :p
 
Why not nerf this unrealistic bonus (for the same reasons cannons got nerfed)

<Type>UNIT_ARTILLERY</Type>
<Class>UNITCLASS_CANNON</Class>
<iCityAttack>0</iCityAttack>

and upgrade regulars to

<Type>UNIT_REGULAR</Type>
<Class>UNITCLASS_REGULAR</Class>
<iCombat>1</iCombat>
<iCityAttack>50</iCityAttack>
<iCityDefense>50</iCityDefense>

?

This will basically balance artillery, and make regulars equal to veterans with +1 combat strength, which should be fairly balanced vs. sentiment and fortifications bonuses.

Example #1 Regular Dragoon attacking a fortified Veteran Soldier in a city

Regular Dragoon: 5 Str + 2.5 (City Attack) + 1 (Veterancy 2) = 8.5

Veteran Soldier: 3 Str + 4.5 (150% Fortress) + 0.3 (Veterancy 1) + 0.75 (25% fortification bonus) + 1.5 (50% City Defense) + 1.5 (50% Rebel Sentiment Bonus)= 11.55

58% chance for the veteran soldier to defend the attack.

Example #2 Veteran Dragoon attacking a Regular Dragoon

Veteran Dragoon:

4 Str + 0.4 (Veterancy 1) + 2 (50% Rebel Sentiment Bonus) = 6.4

Regular Dragoon:

5 Str + 1 (Veterancy 2) = 6

52% chance for the veteran dragoon to succeed the attack.

In reality rebels would gain additional bonuses from experience and FFs, but this is the bare minimum. So things will be easier, but players will have to keep their best units to fight the best units of REF (like dragoons with formation).

I would also open the opportunity for battle hardened veterans to become regulars if sufficient experience has been gained after DoI, or lead by a GG. But that's harder to implement.
 
Changes for 1.09 that I would like to see:

1) Longer training times in school. It does not seem right for an elder statesman to graduate in 2 turns. I believe that 4 years (6 turns) would be about right. Fisherman, ore miner etc could be 2 turns and master weaver could be 4 turns in a university. Longer times if only attending college or schoolhouse.

2) Shorter times for criminals, indentured and natives to become free colonists. Right now they go from say indentured directly to a profession but it takes forever. Possibly they could go to a schoolhouse and graduate as a free colonist after say 8-12 turns. Times should be shorter for college or university.

Changes I would like to see for 1.10:

1) Improved AI. I know this is much harder to implement so no rush but it would really help the game if the AI would actually grow its cities, expand its territory and be a threat to the player. This might be simpler to implement as a production bonus for the AI at harder difficulties. For instance an expert farmer grows 8 food instead of 6. Lowering the threshold for new colonist from 200 food to say 100 food at revolutionary might also improve the AI's growth rate.
 
PrinzMyshkin suggested "nerfing" the settlement attack bonus of canons.

NO! Don't do it! <g>

The AI has a tough enough time of things as it is, it need all these sorts of bonus it can get. Leaving the settlement attack bonus for AI artillery is important, since the AI has basically no conception of how to use its military units to best advantage, for example by bombarding cities defences down to zero before attacking.

YMMV.

I would agree that the training times for the higher-level specialists should be increased. I like the fact that they don't increase exponentially as in vanilla, but once your ed city really gets going, the new trainees pop out at a hugely fast rate. Even converted natives train up in far too short of a time.

Cheers, --- Wheldrake
 
AI does bombard colonies to 0%. :)

Don't know how, but it's the only thing which does correctly!

I also said:
<Type>UNIT_REGULAR</Type>
<Class>UNITCLASS_REGULAR</Class>
<iCombat>1</iCombat>
<iCityAttack>50</iCityAttack>
<iCityDefense>50</iCityDefense>

So regular soldiers will become as strong as dragoons, and regular dragoons will become uber -but balanced vs. RS bonus.

That means you can no longer take enemy dragoons and soldiers without a heavy toll of casualties. :)

If want to see what I mean, replace this file at:
\Colonization II\Mods\AgeOfDiscoveryII_1.08\Assets\XML\Units

and playtest a DoI war. ;)
 

Attachments

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woow, i get easily to 2000 around 180-200 turns. It is just a matter op just building additional villages, because money is no issue anymore then. On the other hand, i have around 50-100 trade wagons rushing around, if a stupid indian village starts war and those wagons all lose their auto trading!!! i will be ***

Thats why you should kill them all.... bwahahaha.
 
... or bribe them and keep then in a war with some other tribe about 1000 tiles away.

You will start getting crazy diplo bonuses like common enemy, offer you alliance etc...
 
Dale,

I see You fixed the 'new ships stuck in Europe' issue. Could You please tell me what caused this problem and how can I fix it. I like Your mod, but the game after patching to 1.01 and my own little modding is not that bad either and would be happy to play custom maps either way.

Keep up the good work all AoD authors!
 
...btw there's one change I think would turn pretty useful: ships abilty to unload cargo directly to wagon trains and vice versa, useful e.g when having to sail all the way around a thin, long peninsula having a settlement on it's opposite to Europe side
 
I am sorry if this is a feature, but it looks more like a bug.

I am able to build 4 buildings "simulatiounesly". Actually hammers go towards only 1 building, while 3 others are just greyed out.
 
I am sorry if this is a feature, but it looks more like a bug.

I am able to build 4 buildings "simulatiounesly". Actually hammers go towards only 1 building, while 3 others are just greyed out.

It sounds like you're refering to your "build queue". You can line up an unlimited list of buildings and units to build, and the hammers will go to the first item in the list, it will finish, and then start on the next item and so on. AS long as buildings are in your build queue, they are greyed out, though you can remove them and re-insert them at the top of the queue if you like.

Cheers, --- Wheldrake
 
Dale,

I see You fixed the 'new ships stuck in Europe' issue. Could You please tell me what caused this problem and how can I fix it. I like Your mod, but the game after patching to 1.01 and my own little modding is not that bad either and would be happy to play custom maps either way.

Keep up the good work all AoD authors!

Because the player was starting in a set location the ship was receiving a non-valid "startingplot" which is where the unit "appears" on the map.
 
Can you tell me where are these commands for ships written (in what file) and how can I fix it by myself.
 
But I've already fixed it, so there's no need to now??
 
Well, this is an error that makes self-made maps unplayable unless you play the AoD mod, and I enjoy the game both ways - pure and modded, yet I can't play it unmodded, cause I don't know how to cope with the issue :-( (though I tried but without success). Would be very grateful for your help :).
 
1) This will be fixed. Edu. times don't get scaled up with game speed.

Yeah they do. I just checked this and for marathon, it's 8 turns for a colonist in a unit, but on normal it's 3 turns.

The gameSpeed is taken into account for turns, not number of books. :)
 
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