Txurce
Deity
No, I didn't mean upgrading, which has indeed always been that way. I meant simply building an infantryman after researching RP.
one why don't the units with guns have a ranged attack like the bows? it would only make sense.
second i find that great generals are pretty useless for the most part. it would be nice if they could be attached to a unit similar to civ IV giving it free upgrades.
Are Rifles a prerequisite for Infantry now? I just researched Replaceable Parts, but can't build them.
Yes, Thal added this dependency a few weeks ago.
I don't think so. No other upgrade path lets you skip an intermediate unit.It is however - even if gameplay demands it - highly disintuitive that you cannot upgrad your muskets to infantry
I don't think so. No other upgrade path lets you skip an intermediate unit.
As I see it; the real issue is that the tech that enables infantry intuitively should require the rifling tech. But it turns out that this is a bit hard to do to the game given how the tree is structured, so it is easier to have rifling as a pre-requisite for the unit rather than for the tech.
It would be disintuitive to imagine that you could develop infantry (who are, after all, using rifles) without having developed rifling.
I think it is reasonable that upgrading takes one turn for each step you want to upgrade, and I think it is reasonable that you should have to have tech pre-requisites to move along an upgrade path. I don't think it should be an easy thing to convert stone-age warriors into mechanized infantry. I agree that its a bit annoying in terms of MM, and I wouldn't care that much if you could upgrade all at once.It's nonsensical for every upgrade path to not let you skip an intermediate unit
Equipment, doctrine, training, logistics, command & control, technological support. Riflemen are using late muskets, early rifles, early grenades, they're supplied by horse-drawn wagons, they're communicating via telegraph, they're giving orders with flags and mounted runners, and using a spyglass to observe things. Infantry are also using machine-guns, mortars, grenades, early assault rifles, some mines, maybe bazookas or panzerfausts. They have radios for communications, they have binoculars.Btw. what makes Infantry Infantry and Rifleman Rifleman?
A quick answer: if the GG died but the covering unit did not, that's not a feature. It's either a bug or you misinterpreted what happened. Occasionally freak things happen that almost never occur again. I'm playing with v120 now, and have never had that happen to me.
The most central place to find documentation is on Thal's website - the links at the top. I don't think there's anything more comprehensive than that. But feel free to ask questions about anything that you haven't encountered before. Someone will answer pretty quickly.
Thanks for the info. That's definitely what happened, but I'll just chalk it up as a bug in the mod. I was a bit annoyed (which is putting it lightly) when it occurred, but I'm playing as China so hopefully another GG isn't too far off.
I'll have to check Thal's site again for more info about VEM. Thanks again for the tip.
Great General combat bonuses don't seem to apply to naval units (probably a vanilla issue, like the land ranged unit bug that Txurce set me straight on in the Bug Reports subforum.)
- Submarines seem a bit too powerful... it seems that as soon as I build a couple, I can run around and decimate naval fleets of civs who haven't teched up to Destroyers or Subs yet with impunity.
- Settlers in encampments that City-States eliminate appear to just vanish into thin air. Any way around that? I just played a game where my 3rd city was built maybe 15 turns late because a Settler got captured. I was one turn away from getting it back from the encampment with a land unit, but apparently I'd weakened the unit in the encampment just enough to allow some CS to swoop in and inadvertently destroy my hard-earned Settler.
Well, but if I burst into your territory with a Battleship and sink a ship or two, you'll soon be able to fight back and either sink my Battleship or force it to run away and heal. With a Sub, you're simply out of luck if you have more units than you have coastal cities. Good luck starting your navy from scratch.They were once too weak. With regard to your example, I think any advanced naval unit is going to wreak havoc on an AI navy.
Really, you don't think it's a problem that City-States just destroy your Settlers? Even if you're Friends or Allies with them?This just happened to me recently. I don't know if the captured Settler disappeared, or was captured or turned into a Worker. But either way, he would not have remained a Settler... and so the only way you would have gotten him back is to beat the CS to the camp.