But I think roads need to be there for improving movement rates. Without them, I find the military aspect of the mod to be very NotCool.
mmm....not fun.
what else flaws the combat in the mod?
But I think roads need to be there for improving movement rates. Without them, I find the military aspect of the mod to be very NotCool.
what else flaws the combat in the mod?
Its hard to tell when the movement rate issue is so dominating.
It used to be the necessity of strategic resources for so many units (being without crystal was crippling) and the fact that hovers were better than any other units of their tech-tier, but you guys have improved those significantly.
Btw: can I also make a call for increasing groundwater spawn rate in the mapscripts and/or adding some +water buildings? Most of the map is unuseable for decent cities (which hurts the AI badly since it is so bad at city placement and tries to build cities dense enough to work every available tile) and even decent cities are hard to grow to a significant level.
Also:
Little maker seems very strange. It gives no tile yield bonus, and is a strategic resource that allows a single resource for a single faction. I'd cut it, its purpose is too narrow (and those while whales look weird).
Sandtrout should also give a tile yield bonus with the improvement.
In 1.4.2 there are roads. Do you still feel that movement is the crippling problem? Then roads did not help.
Do you feel that there are too many basic plant resources?
i attemted to fix the white grid lines on the spice, i got it look better now :
ive re uploaded the files since i wanted to fix the upgrade tree as well.
the file: techsinfo.xml goes : assets/xml/technologies
the file unitinfo.xml goes : assets/xml/units
what would you prefer when playing, learning a tech in a 100 turns, or learn 2 in 50 each?
i think is more interesting and less boring.
I would be in favor of cutting down the number of techs by at least 20. But I do not plan to touch it.
actually, a worker can build a road anywhere he can walk
So I am leaning towards taking roads out again. In exchange, I propose:
keldath said:i made the ginaz w to be upgraded to a moongoose)ive also made him as a defensive unit - cause i didnt want to make the lasgun units as defensive - this is probably wrong, but later on i think ill add a defensive unit instead of the ginaz, and the ginaz it self will be changed back to an attacker as should be
keldath said:the grayed parts of the excel sheet - are the buildings removed?
ahriman said:THere is no way to control what type of terrains the road improvement can be built on? surely somewhere you can limit it. You can limit what terrain every other improvement type is built on. Why not allow roads to only be built on mesa, rock, badlands, plains and grassland tiles (and not on hills or peaks)?
ahriman said:As long as infantry units (and the specialist AA/AT infantrY) are only 1 move in friendly borders, the core problem remains.
ahriman said:I have no particular Wonder thoughts, except that the David Lynch museum breaks immersion and isn't that funny.
Please recall that the Ginaz warrior is melee, and requires an offworld resource. I do not think it should be in the upgrade tree at all.
Please recall that the Ginaz warrior is melee, and requires an offworld resource. I do not think it should be in the upgrade tree at all.
But then, I like the two headed cows in Fury Road also.
If we cannot restrict the terrain type for road or add this promotion, how about adding three roller units, one of which is a mobile SAM?
is that in the late game, there are too many building choices *because* nothing became obsolete.