blackheart
unenlightened
Regarding Palace Guards, why don't they upgrade to something? Being in the Industrial Era and still having Palace Guards run around is pretty pointless, especially if they will lag the game.
blackheart said:Regarding Palace Guards, why don't they upgrade to something? Being in the Industrial Era and still having Palace Guards run around is pretty pointless, especially if they will lag the game.
bjorn said:Hi everyone
Rhye, some comments on your great new xpack. They may already have been posted but Ive been away and dont want to sift through the 250 pages of posts
-In the religious traits I noticed the Indians go from being Hindu to Muslim but I think most of the Indians today (1 billion of em) are still Hindus. Thats why they made a India (hindu) and Pakistan (muslim) after the war.
-When I downloaded the mod for some reason I didnt get the files for the African Spearman and Arab Rider. I patched it up myself by copying and renaming some other units, but did everyone else have this problem?
-Homersheiniken is right when he says the swordmen dont need iron to build. Is this intentional?
-About the 2 new wonders in the colonial age; the slave trade and east india company. Though both say you need respectively tobacco and spices in the city radius to build (actually it says "city needs access") I can build the East India company everywhere (once I have spice), and the Slave trade just in far flung colonies which have tobacco - even though the civiclopedia says the same thing for both wonders.
In case you intended on the wonders to have the rescource in the city radius (as is now the case for the slave trade), is it perhaps an idea to make the wonder(s) a bit cheaper? Im now only to build the slave trade by well into the industrial age as the tobacco colonies are far from my capital and thus only have 1 or 2 shields to work with.
Micromegas said:If you want I can do an installer for the patch too, that should really be much easier than the full install and be done in a breeze. Three Crownes tested the full one on a fresh install and it did well btw, just to keep you uptodate.
But it wouldn't be so easy to stack these, and with low offensive bombard for the privateer and low stats for the bucaneer, they would be able to do little damage other than ruining some (terrain and city) improvements, and even that would be hard for the privateer to do with a bombard rating of 2 or 3. I think adding the buccaneer and giving the privateer a low offensive bombard would help reflect the menace that pirates and privateers represented in the age of sail, and it would require every major nation with coasts to maintain a navy and hunt down privateers (similarly to real history, I think). And buccaneers with 3.1.1 would be easy prey even for spearmen, so they're not much of a problem.Three_Crowns said:But a privateer with offensive bombardment would be able to move out of a port and destroy improvements and move back into safety - multiply with x stack of privateers. A bucaneer would be able to pour across the border and destroy improvements - multiply with stack.
The AI would use them just fine. I've already seen them bombard an enemy silly with a Frigate, there's no reason for them not to do the same with privateers.Gunner said:A1. The privateer bombard is a cool idea, yet I think only the human would end up using it effectively and the AI would be left more clueless than usual. Too easy of an exploit.
Souns good, only it should have pillaging (they would be pretty easy to destroy.) They should be expensive and have -2 to hp to keep them from becoming too much of a threat.Aeon221 said:If you really want to add the Buc, remove the pillage flag to prevent pillaging. In fact, make it like the Berserker in the Middle Ages scenario and flag it with collateral (right under creates craters) and def bombardment (with a low attack).
That way it will mess up the city with a low likelihood of actually taking it. I would also recommend giving it 1 or 0 def (I do not believe 0 is actually an option... but still) so that it wont be able to hold the territory it takes, just pillage the city and capture it.
I am trying to figure out a way to create a land unit that doesnt start wars by attacking without making it overpowered.
Suggested stats for Buccaneer:
A- 3
D- 1
M- 1
B- 8
RoF- 2
R- 0
-Collateral
-Hidden nationality
Maybe? Make it expensive, but not so expensive as to make it worthless. Might also want to consider it under the same light as the militia in terms of penalties.
So shouldn't you wait with the patch for another few days (or even a week or two) to make sure you catch all the bugs?Rhye said:This is going to be my last patch, so the installer should be already patched.
Sure, that's clear anyway. I meant a small one just for the patch, like a proof of concept to get some comments on. Regarding license, maybe this is helpfull? http://www.yoyo.org/~pgl/lqr/Rhye said:This is going to be my last patch, so the installer should be already patched.
Blasphemous said:But it wouldn't be so easy to stack these, and with low offensive bombard for the privateer and low stats for the bucaneer, they would be able to do little damage other than ruining some (terrain and city) improvements, and even that would be hard for the privateer to do with a bombard rating of 2 or 3. I think adding the buccaneer and giving the privateer a low offensive bombard would help reflect the menace that pirates and privateers represented in the age of sail, and it would require every major nation with coasts to maintain a navy and hunt down privateers (similarly to real history, I think). And buccaneers with 3.1.1 would be easy prey even for spearmen, so they're not much of a problem.