Recent content by RickiusMaximus

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    More Random Amphibious Invasions?

    I'm loving the new AI, particularly its ability to mount successful amphibious invasions. But I was wondering is it possible to tell it to land troops in different locations? I ask because I was recently attacked and the AI landed 5 boat loads of units right next to one of my cities...
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    AI has the units but not the tech

    Cheers guys, that just the answer I wasn't looking for :-) even if it is the right one! I may have to play my little ace- he's got no uranium :nuke:
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    AI has the units but not the tech

    Does the diplomacy tech screen show all of the techs an AI has? Or is it just the closest to what you have? In my current game I've come across something strange, one of the AI's (Wang Kon) only has three techs I do not have- Plastics, Radio and Rocketry Yet he has a massive army of...
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    Final Frontier: Problems & Issues (Post-3.13 Update Available)

    Hey all, just poping in with my two cents- first of all top notch mod, definatly pushing the envolope with this one! My first point is, well -as everyone else- planetary buildings. In normal civ I have to make choices between money, production and food when I'm improving the tiles but in...
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    Island Resource not connecting to City Network

    ahhh there was an enemy civ border in the way, cheers guys
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    Island Resource not connecting to City Network

    yeah the island city is a costal city aswell, I have another city inside my cultural borders that is also on the coast but not connected by road and it has full access to the city network...
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    Island Resource not connecting to City Network

    I have established a city on an island on top of an iron resource. I have sailing and there is a line of costal squares connecting the city to my capital. However, the iron shows up in the island city but not in any others. Does the entire route need to be inside my cultural borders? or...
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    Walls

    all they need is the same system as call to power (at least i think they had it...)- when you attack a non-combat unit in your territory you 'eject' them from the country
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    Attack Helicopters

    dont forget that helicopters would get totally owned by fighters, who could intercept them before they attack.
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    Advanced Combat Tactics: Artillery Attack

    the stack does move, if you check fig.3 you'll see that the stack has moved a few squares south. Curiously I thought diagrams would be clearer than ingame but I'll see if i can stick some together!
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    Colonies declaring Independance

    There could also be an increase in reputation for allowing a colony to achieve independance and a decrease for fighting them or destroying them. The idea is basically for colonies that had some reason for being but dont any more. So the player may welcome making it independant. The colony...
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    Advanced Combat Tactics: Artillery Attack

    This is the first in a series of articles that will go further into the mechanics of advanced military maneuvers that will give you the edge. ARTILLERY ATTACK Theres a simple tactic which will allow you to defeat well defended cities- dont let them get defended! This is fighting at the...
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    Attack Helicopters

    I know this topic has been done to death but I read through a few of the other threads and they all seem to overly complicate the matter.... Attack helicopters should be a totally seperate from transport helicopters and should be treated the same as fighters- they can scout and attack units...
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    air defense

    Its simple to fix, make the chance to intercept specific to the distance between the city where the fighter is based and the location geing bombed. So, if the actual city is being bombed any fighters based there have a 80% chance of interception, if the bomb location is one square away then...
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    Barbarians, Bandits, Rebels, and Terrorists

    how about any rebel/bandit that ends a turn on a road that is used for trade costs you money forcing you to patrol roads leading in and out of your empire
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