Armies

The ai can be givenstronger barb bonuses easily in game handicaps
 
I'm not sure that unpredictability is necessarily a good thing. In tactical combat, the human *should* know the movement capabilities of the enemy units, and it would be annoying to have to check for a specific promotion to know what the enemy movement capability would be.
I would prefer to give every barbarian full movement in snow and desert (so every barb is predictable) than to have it depend on the tile that the barbarian village was on.
t.

In the game I'm playing at the moment the promotions show above the units head. I think this is part of thals mod, but I'm playing with a couple so I'm not sure. If a distinctive icon was given to the promotions pertaining to each base camp I think this wouldn't present a problem.

I like the idea. The biggest problem I see is that it would weaken the ability of a scout - he wouldn't be able to run away from barbs so easily.
 
You have a good point there. In Civ 4 scouts got a combat bonus against animals and barbarians, it might make sense to do the same here... perhaps +50% vs barbarians.
 
You have a good point there. In Civ 4 scouts got a combat bonus against animals and barbarians, it might make sense to do the same here... perhaps +50% vs barbarians.

Interesting idea. If you did this, then I would suggest a small cost increase on the scout.
 
I'm with the terrain-buffed barb camp. It would make them a little more fun.

And now a combat question: why am I getting 50% domain bonus nerf vs the Ottomans? I've never noticed it before, but it's pretty brutal.
 
Not sure which units you're using, but it's one of these two things in the v5.0 patch notes:
  • Siege units rebalanced:
    • Weaker against land units.
    • Stronger against fortified units and cities.
    • Promotions more important.
  • Land units deal half damage to ships.
You can see the details by hovering the mouse over the Demolish or Naval Penalty promotion on the unit, or in the Combat mod documentation under the Combat Bonuses section. Since ships from Frigates onwards are also siege units, the two strength penalties cancel one another out after that point.
 
Could you make the promotion for barbs have a colored icon so that it would be easy to tell, like yellow for desert, white for snow, etc?

It wouldn't be that hard for scouts and i dont think they should have a promotion, i like that its dangerous to scout. If barbarians are from deserts, run into the forrest to get away, if they are from the forrest, run into the hills, etc.
 
Color schemes tend to be rather standardized, with gold=good and red=bad, the weird exception being silver=air. What I'm thinking of are stylized icons of a tree, hill, sand, and snowflake. It's easy to make these... the icon set was clearly unfinished.
 
Hey Thal. My apologies if this is the wrong forum for bug discussion; I don't see any of that here.
I'm having an issue with the meritocracy social policy post-patch and have narrowed down the culprit to the two mods required to load my game: your combat and the city-state diplomacy. CSD was the main suspect since it mods a policy (though not the one in question), but there is at least one person that has CSD enabled and no conflict with meritocracy.
The problem specifically is that meritocracy awards a great person, but nothing happens when you click on the notification/msg. This halts the game as you cannot thus end the turn.
Has anyone played through a patched game with combat enabled and succesfully chosen meritocracy?
If neither mod is the problem, the only other scenario I can imagine is that I had a mod enabled that didn't fully remove itself upon disabling, or that a mod affected conditions in a way that left its mark after being disabled. I don't know if either is possible, but I haven't seen any evidence that suggests they are.
 
That's rather strange, I just finished two games where I picked the free great person. I use these mods:

  • TBC
  • Citystate diplomacy
  • InfoAddict
  • CivWillard
  • Trading post graphical improvement mods
  • Several others
Did you try clearing your cache before starting the game?
 
Huh. Odd indeed.
I didn't clear the cache immediately previous, but perhaps a week beforehand. I'll do so again, but would it have any effect on a save game or would it need to be cleared before the start of a new game to have any effect?
 
Huh. Odd indeed.
I didn't clear the cache immediately previous, but perhaps a week beforehand. I'll do so again, but would it have any effect on a save game or would it need to be cleared before the start of a new game to have any effect?

The cache should be cleared with the downloading of every new version. But yes, you run the risk of losing your game by doing it mid-stream.
 
The cache should be cleared with the downloading of every new version. But yes, you run the risk of losing your game by doing it mid-stream.

Good to know. Add: are you referring to every new version of Civ itself, or every time mods are changed or updated?
Truetom, the meritocracy social policy is the only way I'm familiar with to get a free great person. There may be other ways.
I was using combat v18. I have it disabled in my new game, and will post results. Did you disable combat or any other mods in the newest game you started?
 
Good to know. Add: are you referring to every new version of Civ itself, or every time mods are changed or updated?

Every time anyone has a problem with a change in the mods, the first piece of advice seems to be to clear the cache. It's only a slight detour at the start of your first game with an update, so why not? But technically it may not be beneficial every time.
 
99% of the time when I encounter a bizzare problem, clearing the cache solves it. Meritocracy works for me while playing the mod, so it's a problem with something other than the mod... most likely a 1) cache issue or 2) compatibility issue with another mod. :)
 
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