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.
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 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.
- Siege units rebalanced:
- Weaker against land units.
- Stronger against fortified units and cities.
- Promotions more important.
- Land units deal half damage to ships.
It's easy to make these... the icon set was clearly unfinished.
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.
Good to know. Add: are you referring to every new version of Civ itself, or every time mods are changed or updated?
Did you disable combat or any other mods in the newest game you started?
99% of the time when I encounter a bizzare problem, clearing the cache solves it. I know Meritocracy works on my system, so it's either 1) a cache issue or 2) a compatibility issue with another mod.![]()