Recent content by Fozman

  1. Fozman

    Vokarya's Workshop: Units

    Strongly agree with this. Arquebusier should only upgrade to Musketman, Rifleman, Infantry, etc. Dragoons should only come from upgrading Mounted Infantry and Man-at-Arms, the similar branch of mounted units. A couple additions to IPEX's points... Arquebusier is a waypoint between archery...
  2. Fozman

    Cannot Stack Attack?!!

    I've inadvertently stack attacked with land units on ships before with disastrous results. Avoid moving ships directly onto enemy cities unless you have loads of Marines...
  3. Fozman

    AI is really dumb

    Good to see you back, 45. I've recently come back from my hiatus as well. I think a lot of the options available in the mod drastically affect the difficulty. I typically play games with this mod at least 1-2 levels higher than Vanilla/BtS (Monarch+ vs. Noble/Prince). This is generally...
  4. Fozman

    Error in EndPlayerTurn event handler, then game crashes

    I've had this issue for over a year (see my early post history and quotes below) with Revolutions and BarbCiv. I just got back to playing recently and I tweaked a few settings in the BUG menu in an attempt to stop these crashes. I completely shut off BarbCiv for starters, and changed the...
  5. Fozman

    AND2 and SVN Bug Reports - A New Dawn 2 ONLY

    First, hi to those who remember me from last year. Had to scratch that Civ itch again, and I obviously can't play without this mod... So... I've got what looks to be a real simple one to fix: I get this at the start of a new game. I'm guessing there is a conflict with Bug Main...
  6. Fozman

    AND2 and SVN Bug Reports - A New Dawn 2 ONLY

    In BtS you could always whip away excess population. In this mod, you have to run a ridiculous number of Slave specialists (with Slavery) to try to do the same thing. But... you can always use Micromanagement™ to prevent the situation entirely. Just change your food production to equal food...
  7. Fozman

    AND2 and SVN Bug Reports - A New Dawn 2 ONLY

    I see. I had a suspicion that there was a rounding issue due to the way it is calculated. Would there be a better way to calculate it or have it described in the civic menu?
  8. Fozman

    AND2 and SVN Bug Reports - A New Dawn 2 ONLY

    Is there a bug with how :mad: from tax rate is calculated? I'm currently running President and Liberal with :mad: at every 20% & 35% of the :gold: slider respectively. So, expected :mad: progression would be like this: 1 :mad: @ 20% :gold: 2 :mad: @ 35% :gold: 3 :mad: @ 40% :gold: 4 :mad...
  9. Fozman

    Tech Tree Revisions

    Two things... As long as I can turn this "early slider lock" option off, I don't care what you do. I fundamentally disagree with the ML option, but I shut it off and it doesn't bother me. The same would apply here. I strongly agree with this. I recently increased to Monarch difficulty...
  10. Fozman

    Civics Improvements Suggestions

    With ZN on this. Think about how often you change civics in a game. For me, it is typically less than 10. Usually about 5 or 6. Maybe a few more if I'm using a Spiritual leader. The more civics in a category, the more situational they become. While it is nice to have options, ZNs points...
  11. Fozman

    About employed citizens

    That's what I mean, though... the general Citizen type specialist that normally gives 1:hammers:. The post I replied to suggested an increase in that specialist's output instead of a flat % boost citywide. So, I think we agree and are talking about the same thing, just wanted to clarify...
  12. Fozman

    About employed citizens

    This is actually a very interesting idea. I think it would be much more of an opportunity cost this way instead of just 1 citizen to boost :hammers: by XX% (the Factory can easily get +20:hammers: without power). It would certainly slow the rate of growth of production and keep things tighter...
  13. Fozman

    About employed citizens

    So for the default speed, Marathon, I'm assuming that value is 400? So everything gets altered by a factor of 4. 0.31% each turn and 99% chance within 1600 turns. Not nearly as bad, but still 71% within 400 turns.
  14. Fozman

    About employed citizens

    Per turn, per plant, right? So if I have 25 Nuke plants in action... (25 choose 1)*(0.0005)*(0.9995)^24 ...it's a 1.24% chance per turn of any one of them melting down. Which, cumulatively, means there is a 99% chance of it happening within 400 turns...
  15. Fozman

    AND2 and SVN Bug Reports - A New Dawn 2 ONLY

    No, still on v1065. Long game started on 1065. Should have checked v1066 while I was in the thread. Sorry.
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