Obsolescence isn't permanent if the game files are changed? That's a new one on me.
Keep up the good work, I suppose!![]()
Revision 762
- Replacement (upgrade) buildings count towards prerequisites
- Resources discovered by random chance from improvements can not appear on terrain types they are not valid for
- Display saved maintenance from buildings as negative (as in reducing maintenance costs)
- Cut down on excess padding space in civic screen
- Farms no longer give +1 food without irrigation or techs
- Farms no longer get +1 food with machine tools
- Jungle camp no longer gives +1 food without Naturopathy
- Jungle camp on river gives +1 commerce instead of +2 commerce
- Graveyard now obsoletes at Education instead of Philosophy
- Gold from Pillaging increased by 4x on all improvements
Really!?? You would do this on 1 players complaint? Do you really like AND as dry as a bone in the early game Afforess?
Just like your comments in April 2013 over my Civic suggestions you disparage me again. Is your dislike for me so great? Was the JC ruining AND??
As I removed those Civic suggestions I now remove myself from your mod. One less opinion to badger you.
I hereby resign from AND Resurrection Team.
Be Blessed
JosEPh
...this is so trivial to see one person whine about graveyard change... seriously!? grow up people...
Moreover, this is just balance. This is an attempt and could be reversed, no need to angry.
Sorry, that was a misunderstood. I've quoted your answer to Joseph, but my answer was for himI'm not angry at all, matter and fact, every patch seems to be good so far, anything to balance, add in more Quality of Life changes and performance increases is a thumps up for me.
Hvy Pike (or even regular Pike/spear) have a built in +50% against mounted units so your 13 vs 16 doesn't hold water. And any battle tested unit of any kind will eventually have the option of getting the Mounted Promo similar to what Pike has as a base.
JosEPh
Good god at least don't treat me like I am a moron... Heavy Pikemen are 9 strength the 13.5 was including the 50% for simplicity's sake. It's obvious by that comment that you haven't really looked at what I am talking about and are just disagreeing to disagree.
The specialized unit should have the advantage not be severely crippled for 30+ turns compared to its foe.
Afforress, did you ever finish listing the KMODs changes?
Yes, elephants need to be strong, for game-play and reality reasons both.
Pikemen were a good counter against charging cavalry: "Grab your pike and try to hit the horseman before he hits you!"
But elephants are different. They are much slower than horses, but also much stronger. They are like mobile fortresses. I guess the best counter unit against elephants were not the pikeman type units, but ranged units: Shoot off the rider from the elephant.
Reducing their strength is really no good idea, but I think they could be "weakened" in some way:
Introduce a new unit category: Elephants which
-don't get Xp from Stables and Knight's Stables (but give them their own "stable") - after all riding a horse or riding an elephant is not the same.
-they would get no penalty against pikeman type units, but against ranged and gunpowder ones. The bonus could be huge.
What do you think?
I think there's plenty of unit categories as it is, so for the time being I think it'd just be better to approach elephant units more cautiously (or bring larger numbers of units to combat them) - as painful as that may sound.
Realism Invictus required you to build a Large Stable before you could build elephant units in a city, and IIRC that city needed a Stable already as well as access to Ivory. If it had neither, you could only build horse units. The Large Stable was also painfully slow to build, but Elephants were truly nasty units in RI so that was an acceptable trade-off.
That may be a solution also. Just keep in mind: One may have access to ivory while not to horses. Large Stable requiring Stables also would mean that you need elephants and horses both, to build elephant units![]()