Acken
Deity
any time frame for when v3 will be on the steam workshop?
This week, likely.
Been a while I haven't seen a bug or the like.
any time frame for when v3 will be on the steam workshop?
This week, likely.
Been a while I haven't seen a bug or the like.
As presented earlier the Immortal AI will hit late game information era units before 300 turns.
What version are you using by the way ?
Version 2. It's a great mod, but yeesh, even on Deity you usually don't have the AI winning by turn 315. (Unless it's Alex with a diplo win/Korea with the SV.)
I guess the lesson here is that I should have warred (or micromanaged slightly better) ...
Not sure how common this is but on the NQ map there were only three CS left by turn 280 or so.
Crossbows by themselves can't really make an attack. They fit a supporting role being there because they can shoot over melee units. I'd try to rush for Steel instead if you want to make a medieval attack.
Then basically you have to suicide a few longswordsmen.
they will do at best 25 dmg to the city but take around 30-35 in return,dead meat from bombard on the next turn.
and rushing steel only helps if you actually have a reasonable amount of iron.otherwise now i have to get over to CS for pikes.and by the time ive done that XBs are obsolete basically.
but if AI free techs get trimmed in v3 this wont happen as much
trebs are even more useless,they still cant move and shoot,horribly weak against melee and ranged attacks and they are tougher to promote than the archer line.It's slightly painful but yet oh so good how much archers got nerfed. I haven't played it yet going for early warring but I suspect I'll have to completely change my strategy. And possibly actually build trebuchets!
(BTW, love/hate that the AI won't buy my crappy horses, and that it's actually probably wiser to build warriors instead of archers early on, and that swordsmen are more important. Less enthused at the Immortal AI hitting Information on turn 260)
Do a honor swordsmen rush. They are available early and the counters to that comes very late.trebs are even more useless,they still cant move and shoot,horribly weak against melee and ranged attacks and they are tougher to promote than the archer line.
Im fine with the nerf to the archer line and the buff to melees.
what im not fine with is beelining techs only to have my new units be overmatched by the AI inside 10-15 turns.
Do a honor swordsmen rush. They are available early and the counters to that comes very late.
How are trebs weaker in the mod? The ranged attacks are weaker and you can guard against melée with your blocker units. You will probably take more losses until you break them but then it should be smooth sailing with the weaker cities.
Note that v3 improves AI economy logicBut like I said it's likely the AI will lose free techs and maybe a reduction in some bonuses if necessary. Right now I still use vanilla bonuses.
It's very likely the AI in duel always choses conquest as its goto victory... Since it has only one guy to kill to win. It sees CS as a potential target for its conquest.
On the other hand I've tried to reduce this likelihood a little in v3 (mostly being less agressive against neutral CS but still agressive against CS someone else has allied).