Recent content by Exel

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    How to add veterancy bonuses without Promotions?

    Okay. So there's no way of doing this in Civ4 without using promotions? Next, Python is not part of my skill set - has someone made a code for auto-assigned promotions?
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    How to add veterancy bonuses without Promotions?

    I want to give units some bonus for each their xp level regardless of the promotions they choose. How can I for instance give them +5% withdrawal chance automatically with each level-up?
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    New combat system - modifying how withdrawal works?

    What do you think about adding a +5% withdrawal bonus for each exp level? That way more veteran units would have an advantage over greener units also when it comes to withdrawals, and there would be less situations where both sides have equal withdrawal odds. On a separate note, my...
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    New combat system - modifying how withdrawal works?

    Sounds like something to try. Could that be done?
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    During anarchy, possiblity of leadership overthrow

    The effects of Anarchy should definitely be more drastic. Maybe risk a civil war, some cities revolting or breaking off, or a longer damage to your economy and infrastructure (lose research or production for multiple turns). That way you could reduce the calculated civic changes back and forth...
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    Upgrading units

    My experience of running the game on reduced upgrade costs shows that the game is much more sensible with cheaper upgrades. For one the AI wont have huge hordes of obsolete units (Archers in the Industrial era) and generally most units you see in combat are up-to-date. The upgrades still don't...
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    Ever been a vassal?

    It'd be nice if you could become a "permanent" vassal, and the only way out would be war against your host. That way surrendering as a vassal would be an option to losing a war.
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    Anti-Tank... how can they be so powerful?

    Having anti-tank intantry before tanks is like having SAM infantry before Flight.. stupid. I don't think it's a game breaker, but the unit ought to be moved up in the tech tree. Give a deserved advantage to civs who get tanks first.
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    Destroy Buildings with Attack?

    How about modding a 'City Attack' feature like the 'Flank Attack' in BTS with which a unit that survives combat (wins or withdraws) with a city defender would destroy a random building in that city? It could be given to artillery units and archers, or alternatively be modded into the existing...
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    New combat system - modifying how withdrawal works?

    What about making fortify and/or terrain defence bonuses subtract from the attacker withdrawal odds? Is that possible? Of course optimally there would be some AI modding to make it withdraw units under 30% strength to friendly territory or a medic unit.
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    New combat system - modifying how withdrawal works?

    They break combat when they are losing, or actually when they've already dealt a deadly blow by the enemy if I understand the game mechanics correctly. So when you see a unit withdraw it would have died in the combat without withdrawing. With the mod withdrawal odds are not 100% though. If a...
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    New combat system - modifying how withdrawal works?

    What's the default str threshold that triggers unit withdrawal and is it moddable or hardcoded? In the real world units that suffer over 70% losses are considered combat ineffective, so it'd make more sense if units withdrew already when under 30% str. Likewise the str level below which units...
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    Discuss: BTS Culture Broken!?

    Cultural victory does seem somewhat easier now... in my last game I achieved it accidentally without even trying before I noticed my culture lead sometime in the 1800s. Not having to wage wars with the new passive AI helps too...
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    New combat system - modifying how withdrawal works?

    I verified the math empirically, it's correct. The code itself has only one numerical value (the 100) and all other values are drawn from elsewhere. The game simply translates plain numbers into percentages with the probability values.
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    New combat system - modifying how withdrawal works?

    Looking at the formulas I'd say neither. The final percentages do not affect the other side's withdrawal probability, so they are calculated simultaneously. The formula takes into account the units' health (% of maximum) and their bonus withdrawal chances (the ones you get with Flanking and...
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