Txurce
Deity
I included a nerf to chariot archers in the latest round of updates, they're now back to the attack strength of Warriors.
Is that yesterday's update (1.07)? If so, they still have value!
I included a nerf to chariot archers in the latest round of updates, they're now back to the attack strength of Warriors.
What I'm experimenting with is 150% more nodes with 50% resources per node (-25% fewer overall).
@Twahn
Ooo I didn't notice the node distribution was controlled by that lua file... thought it was in the c++. I'll play around with it a bit, thank you for the tip... I'm trying out what maps can look like with some alterations...
The reason for making nodes more frequent is I'm going for an overall 25% reduction in total resources available, and to do this involves a combination of smaller changes (since you can't reduce 1 or 2 by 25%).
What I'm experimenting with is 150% more nodes with 50% resources per node (-25% fewer overall).
- Do you think there are also too many of the lategame ressources?
- Instead of half amounts per node, would it be better to reduce the difference between big and small nodes?
- would too many ressource tiles make improvement choices too automated (since you somewhat have to build the "right" improvement to maximize yield)?
I think this is a great discussion to have.
I think the main problems with late-game resources are:
i) Late-game techs go too fast (in vanilla), so there aren't enough turns in for example the ww2 era. I haven't done enough playtest with the Balance - Technologies changes to have a feel for how this has changed.
ii) Resource-requiring units aren't sufficiently more valuable than their resourceless counterparts.
Destroyers are still generally as useful as battleships, particularly with the tweaked combat values that make getting the the first shot in what determines the outcome of naval action.
Tanks are still not much better than Mech Inf (I wonder if mech-inf should reduce to strength 45, or to 3 movement?), and Mech Inf are still far too accessible (making their tech require Combustion would be great).
Modern armor comes so late that the game is determined by then, so I don't think Aluminium is ever going to matter much. The focus should be on trying to get oil right.
And aircraft seem to kinda suck, particularly since siege units take no damage when bombarding, but aircraft do.
And the AI never seems to build aircraft for me to want fighters. (Zero officially worst UU in the game.)
iii) Not enough important stuff to spend resources on. Coal is entirely economic (Destroyers come shortly after ironclads, which still aren't that great), and oil is entirely military.
Maybe if there were Superhighways, a big gold booster building that required oil, or if instead of Ironclads we had Dreadnoughts, which as basically proto-battleships? But I realize new units is beyond the scope of this mod.
Still, I think more nodes and fewer resources per node is a good way to go.
The hard-counter ends up only really being defensive, no player is ever going to leave their horse next to a spearman.
The hard-counter ends up only really being defensive, no player is ever going to leave their horse next to a spearman.
I don't understand how horses have been nerfed through techs,
I don't understand what siege promo you mean when you're counting the city penalty separately.
And I don't think CS obsoletes them, because you're not attacking the spearmen anyway, you're killing the other stuff and pillaging.
Had a trebuchet with +1 range. Upgraded to cannon but the range is usual 3 for cannons. Why, the unit states to have +1 range still and it's upgraded, not newly built. Don't you think this should be fixed?![]()
Had a trebuchet with +1 range. Upgraded to cannon but the range is usual 3 for cannons. Why, the unit states to have +1 range still and it's upgraded, not newly built. Don't you think this should be fixed?![]()