Alpha testers needed for Steph's mod 2

Shouldn't modern tanks be able to deal with swamps and forests? The treads are intended to be more all-terrain than wheels. There are swamps next to the highway when I drive to work and those have fairly shallow little rivers. A tank could easily drive through it. And a tank could easily drive through a sparse forest.

It's more a gameplay decision, to give more interest to infantry, marines and paratroopers when fighting in rough terrain
 
@phlegmak

Civ is a strategic game. One swamp field (to me) simulates something like the Pripjet marshes in Ukraine or a damp savannah or else.

And these aren't "tank country", which is the usual expression for such a terrain.

In the Korean war, tanks were nearly useless. They could only moved on roads, otherwise there were mostly used as static defenses (artillery) because of the hilly country. Or think of the sparsely use of (main battle-) tanks in Vietnam.
 
Hi, is there anything I have to do to play this alpha version, or is it closed to certain people.
 
Or German.

There's a link in the first page to the website.

It's opened to anyone who want to try it.

However, remember it's an alpha version, it's not polished and finalized. So:
- You need to download all the files and patches, and install them in the correct order. As the name of the patches include their date of release, ti's not that difficult ;). When the alpha version is finished, I'll package a simplier to install Beta version
- Some civilizations are "not done", meaning they use "generic" units and have no civpedia entries, it's more interesting to play with some of the finished civ (America, Britain, France and Germany so far.
 
I played my American game a tiny little bit just now.

93. I have been attacked by hordes of North African horse mounted troops. My turns are taking forever just to watch them go by.

94. I really like the US_12A + A10 Warthog for close combat to cities. It can kill units, unlike a lot of other airplanes. Its range is pitiful though, so I think other planes are more fun.
 
I'll reintroduce population cost in some time, so it should reduce the large number of troops.

YEs but don't forget the trend of higher specs computers that are able to deal with this slowdown starting to become the norm . BY the time you mod drops even more dinos that had slowdowns will have become extict and their owners will have upgraded to semi good sytems(that will equal awesome good for civ3 hugemap/mod).


NOt being snooty but juding from Far Horisons I bet I will swallow those late turns in one quick gulp.(not counting AI fighting times. I like to watch anyways! )

All it takes is 3.2 ghz and a nice L2 cache of 2mb. Cheap in todays market and then no more deley ever. (unless you stray to 300x300 where city max ruins in much before)
 
The problem lies not only in the time needed by the computer to process a turn, but also in the time the player is ready to spend moving hundreds of units, or watching the computer attacks with hundreds of unit.
 
I don't understand? you say waching to may AI battles is annoying? THats part of the fun! Like to see who wins after investing tons of sheilds into that one moment.

Heres the other thing, you watch 5 minutes of unit upon unit biting the dust. Well how can you expect the next turn to continually have the same amount of casualties?/delay. THey were all just slaughtered a turn ago!
Ive seen save files shrink drastically the next turn after a major war breaks out .

(exception warhammer that spawns crazy amounts of units ontop of whats built in citis but thats not real civ/reality if you know what I mean)
 
I'd love to have a way to cap the number of units.

Theoretically, making the maintenance expenvise, and working with the number of free units allowed for each government should be enough...

But it isn't...

The AI doesn't handle it well enough
 
@T.A.: It isn't so much as watching the AI fight, as watching them move their every unit around the map!

Oh I see. THanks man :)

THis can be fixed. If you don't beleive, just look at my vid. As you see AI moves its units hyper speed. For instance You can see 6 navel bombarments go down in 5 seconds!
Caps lock 'on' helps but a good processor makes the coming and goings a big blur. Really, its actually impossable to follow AI troop movement at that speed. I ask anyone to try on my vid posted here.
All you see is flashes from differant parts of the map millseconds each then it stops to deliver the battle sequences.

Of course you can hear the engine how loud it is in the backround, mybe my power bill is to costly for the benifts?

Not liking to sit through AI conflict I can't understand Thats like watching a movie enjoying the build up, but complainin about the fight sequences that are bound to occur as result :crazyeye:

ANyway, glad we got this one on the road again!
 
I'm currently uploading the update with Russia, including Sandris's new units, a few new German and French units from Anno domini.
Sandris has been very kind and translated every unit in Russia :goodjob:

http://stephane.f.david.free.fr/CivMod/Russia_UnitList.htm

I've made new pages for the website, where you can see all the units next to each other and compare the civilizations.
Warning: lots of pictures!

http://stephane.f.david.free.fr/CivMod/All_LandUnits.htm

http://stephane.f.david.free.fr/CivMod/All_SeaUnits.htm

http://stephane.f.david.free.fr/CivMod/All_AirUnits.htm
 
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