attackfighter
Emperor
Is there a way to play this mod on a custom map? I want to play it on a custom earth map but idk how.
okay nevermind i figured out how
okay nevermind i figured out how
Definately congratulations, I am downloading it now to try it.Congratulations for your mod AnthonyBoscia. Yesterday I downloaded "Worldwide" and had a first look into this mod. Your idea about using the "replace-improvement-flag" as "city-attributes" sounds very cool and interesting.
Over christmas I will have the time to play it and have a deeper look into the mod - especially if the AI is using these city-attributes well.
one suggestion I'd have is to give the different units different strengths, so that say the ottoman infantry is weaker than german infantry or something. to reflect the real world in terms of stats
I'd like to hear any ideas you have on machine gunners and anti-tank forces. I'm not completely satisfied with their roles. Thanks!
Different civs do have superior units in certain classes. German infantry are better than Ottoman infantry, and everybody else's. The French have the best Fusiliers (and good musketmen), the Turks have Janissaries, the Mongols have horse archers, etc. There is not, however, too much variation within each class beyond that (although there's a little). That's because I didn't want the game to bog down over debate on who's stuff is better than the other guy's. There are a number of differences though. Such as American and Moseamerican ancient and medieval units, which are weaker on attack but don't require iron or horses. Japan, also gets stuck with Edo Samurai who are weaker than everyone else's fusiliers and grenadiers, until they can get Meiji Riflemen going. Essentially, I didn't want to go overboard with this because a) it's really subjective, and b) it can throw game balance off.
Did you have some specific units or stats in mind? It's always worth another look. Thanks!
Perhaps setting AT units, both Tank destroyers and Bazooka units, up as having stealth attack vs all wheeled units. Perhaps also making a smaller bombard with range zero. Counting for their defensive strength. In making Stealth attack the Tank Destroyer might have lower attack than a normal tank.
Tank destroyers during WW2 was (as I understood) used in more defensive purpose. Setting up in good cover taking out the leading tanks that came along and then hurrying back. So perhaps they should be faster than normal tanks.
A couple of things. First, Anti-Air cruisers and battleships have the same defense. IMHO, i think the cruisers defense of 20 should be buffed to 22 or 24, just so it comes up on top of the stack. By the time they had guided missiles and such, cruisers were doing the protecting, and any battleships remaining in use were in the center of the fleet.
Also, it says in the civpedia that cruise missiles can be loaded onto akula nuclear subs, but im not getting the load animation. Also, with cruise missiles, i think the rebase option is a little weird, makes them too much like aircraft. Other wise, im really enjoying the mod, really fine work. Thanks.