Barathor
Emperor
- Joined
- May 7, 2011
- Messages
- 1,202
The existing code needs to be changed for Rising Tide.
The aquatic sponsors start just like the other sponsors on land: with 3 combat rovers. So, they can be out in the middle of the ocean and have 3 embarked combat rovers, haha.
This was already lame enough in vanilla BE (which I created a mod for to fix it). The game chooses the highest strength unit available, so it chooses the combat rovers at 12 strength over soldiers at 10. But, because Apollo AI's start with 1 of each affinity, any soldiers would become marines. Not only would they be stronger, but they would also get defensive bonuses. The game doesn't realize this and places combat rovers instead because it takes a turn for the upgrade to take effect.
By removing the free Engineering tech (which grants combat rovers) and replacing it with a different one, the game was forced to choose soldiers and then they would wind up with 3 powerful marines.
I tried using this in Rising Tide and the aquatic sponsors just started with 3 embarked marines instead of patrol boats, haha.
The code which selects combat units at starts for AI's should just default to soldiers/patrol boats; it doesn't need to be fancy and select the highest strength unit available, like Civ 5, because it doesn't start in advanced eras or anything.
So, on Apollo...
Land Sponsors should wind up with 3 Marines.
Aquatic Sponsors should wind up with 3 Cutters.
and ideally...
Coastal Sponsors should wind up with 1 Cutter and 2 Marines.
No Combat Rovers!!
The aquatic sponsors start just like the other sponsors on land: with 3 combat rovers. So, they can be out in the middle of the ocean and have 3 embarked combat rovers, haha.
This was already lame enough in vanilla BE (which I created a mod for to fix it). The game chooses the highest strength unit available, so it chooses the combat rovers at 12 strength over soldiers at 10. But, because Apollo AI's start with 1 of each affinity, any soldiers would become marines. Not only would they be stronger, but they would also get defensive bonuses. The game doesn't realize this and places combat rovers instead because it takes a turn for the upgrade to take effect.
By removing the free Engineering tech (which grants combat rovers) and replacing it with a different one, the game was forced to choose soldiers and then they would wind up with 3 powerful marines.
I tried using this in Rising Tide and the aquatic sponsors just started with 3 embarked marines instead of patrol boats, haha.
The code which selects combat units at starts for AI's should just default to soldiers/patrol boats; it doesn't need to be fancy and select the highest strength unit available, like Civ 5, because it doesn't start in advanced eras or anything.
So, on Apollo...
Land Sponsors should wind up with 3 Marines.
Aquatic Sponsors should wind up with 3 Cutters.
and ideally...
Coastal Sponsors should wind up with 1 Cutter and 2 Marines.
No Combat Rovers!!