turingmachine
Emperor
- Joined
- May 4, 2008
- Messages
- 1,438
You should try to add some of those python wonders that are being posted recently. I'm a fan of Himeji Castle.
I tried but got something wrong and it messed with the WB.You should try to add some of those python wonders that are being posted recently. I'm a fan of Himeji Castle.
I bow to the mod of ultimate bigness!
I still think severe overkill mod is a better name.
Great job, watch out for Firaxis using this mod as their base for CivV, time to conquer the new civs
I tried but got something wrong and it messed with the WB.
I can look at the python if you want to see if I can spot the error.
I was just going to write you, i got this error also. I think its something to do with the Samurai Castle Wonder??
That error usually comes up if you add and run the python before adding the building's buildinginfo and buildingclassinfo entries (or, likewise, if you have an error in those XML files).
Hey, I tried playing the mod, and I got the no-interface problem, and I looked through the link provided but I still did not understand how to fix it. Could someone help me?
I'm running on Windows XP, and yeah, I've read the info but I can't figure out what I'm meant to do, which is a shame because your mod looks really fun.
I really, really want to like this mod, but I just can't.
1. Archery barrage is utterly overpowered. It makes stacking enough units to deal with any sort of city impossible, since they take something like 20% damage per turn.
2. Dogs are ******edly overpowered. They have way too many stupid bonuses, are extremely fast, deal collateral damage, and basically don't have any weaknesses. They can't take cities? Who cares? You could literally march one warrior into a city after that and they'd be fine. Dogs are capable of eating units several techs above them for breakfast. Rebalance my butt.
3. The sheer number of filler techs and the lack of reduction in cost of technology makes reaching desired techs hard.
Changing these would make a mediocre mod into a great mod.
The problem with archery barrage is that, well...
you have catapult bombardment which does maybe 5% damage to a target and some minor collateral damage. That's not bad.
And then you have longbow barrages which deal something like FIVE TIMES THAT. That is not balanced, nor is it realistic. If you want to talk about how they started battles back in the day, you might want to recognize again that archery barrages were essentially useless against armored foes who had discipline and relied on lucky hits and saturation to get any kills. Most of the time they were aiming to kill horses or wound, they wouldn't actually wipe out a quarter of the attacking force. Archer units were pretty balanced long before, your changes drastically overpower them, and make taking a war to the enemy pretty much impossible.
No matter how much or how little you like a unit, they have to be balanced. Dogs are not balanced. Like I said up to about late-medieval era or early renaissance the most effective and optimal strategy is to bring a bunch of cheap crappy units that can take cities, have them follow your dogs, and just let the dogs eat everything in your way. They are by far too useful, even with your reduction in power, because they come extraordinarily early in the game and are effective for several techs down the line. Dogs would be better with a power of 1/2 and a extremely high bonus against animals instead, because that'd actually give them a niche instead of making them some ridiculous "eats everything" unit.
At the very least remove all their bonuses against everything but animals and their collateral damage, they don't need it at all.