Armies

@Txurce
I want to give paratroopers a role, but haven't quite figured out what that should be. Lately I've been thinking of a Lancer-like role focusing on offensive/defensive support with flanking and vulnerable units. The main problem is I suspect the AI doesn't know how to paradrop... at least I haven't had a game where the AI does so.


@Mentos
I feel barbarians who appear on a small island need a way to get off it and cause some damage. It fits with the general theme of terrain-specific promotions for barbs... coastal tribes would likely have boating expertise. I didn't want to give them a normal embarkation promotion because the AI is incredibly dumb at assessing threats towards embarked units. Defensive embarkation seems to make sense for this situation.
 
@Txurce
I want to give paratroopers a role, but haven't quite figured out what that should be. Lately I've been thinking of a Lancer-like role focusing on offensive/defensive support with flanking and vulnerable units. The main problem is I suspect the AI doesn't know how to paradrop... at least I haven't had a game where the AI does so.


@Mentos
I feel barbarians who appear on a small island need a way to get off it and cause some damage. It fits with the general theme of terrain-specific promotions for barbs... coastal tribes would likely have boating expertise. I didn't want to give them a normal embarkation promotion because the AI is incredibly dumb at assessing threats towards embarked units. Defensive embarkation seems to make sense for this situation.

A lancer-like role does make sense. Today I thought of dropping them in to sight for my bombers, because the city I'm attacking is too far away for MI to approach safely. This approach would call for a cheap, cannon-fodderish unit, except when doing what you suggest - picking off siege and wounded units. (I don't mind a strong basic defensive unit for the AI - the paratrooper intuitively seems like the wrong one.

Embarking barbs is a brilliant idea.
 
Small Question, don't know if it has been adressed in here already, if so sorry ;-) Are there any plans on the nuke issue? They do seem very powerful and there's no Defense against them, I quit some games because nukes destroy half my army before I can even react...

I support the embarking barbs btw. , Regarding Iron and Horses, the ressources are kinda redundant in the later eras, so can they vanish from the screen or get another use?
 
Small Question, don't know if it has been adressed in here already, if so sorry ;-) Are there any plans on the nuke issue? They do seem very powerful and there's no Defense against them, I quit some games because nukes destroy half my army before I can even react...

It's been mentioned but not addressed. One possible solution is a late-game SDI-type tech that mitigates the damage.
 
That sounds reasonable, completely disabling them would probably not be fun, but the damage needs to be diminishable. On the same topic is the United Nations then... but well, good things come with time.

@truetom Ruins don't appear if you start in later eras, that might be an explanation (and btw. that should be changed too, Ruins make way more sense there than in the Ancien Era, but maybe with diminished returns...)
 
That sounds reasonable, completely disabling them would probably not be fun, but the damage needs to be diminishable. On the same topic is the United Nations then... but well, good things come with time.

@truetom Ruins don't appear if you start in later eras, that might be an explanation (and btw. that should be changed too, Ruins make way more sense there than in the Ancien Era, but maybe with diminished returns...)

Goody Huts always feel like cheating to me.....

But you are right, where'd those ancient ruins come from in 4000 BC?

The tribal villages at least made more sense.
 
Ruins don't appear if you start in later eras, that might be an explanation (and btw. that should be changed too, Ruins make way more sense there than in the Ancien Era, but maybe with diminished returns...)

Ancient ruins make the most historical sense in the Ancient era, precisely because there are no records of any proto-civilization prior to 4000 BC. There's zero reason to assume that the first civilization that we know of today was the first one in actuality. Ruins found after 2000 BC, on the other hand, are more likely to be identifiable - the Sumers, etc.
 
I started in ancient era, so... All I want is a bow for my Scout.:D

Edit: Seems like I needed to delete the 6.2 version of this mod, even if I got the _ before the name. :undecide: I got my Scout to an Archer. It kept his all-terrain ability, but only two moves, not three that he had as a Mongol Scout. Shouldn't he retain 3 moves, if he retained all-terrain ability. Seems half made to me now. :confused:
 
Actually that would be a good addition to make a hmm lvl 5 limit for units.

No more super unit vs ******** AI. No more units with all promos.

That would force to reduce xp from building ofc. We would rly need to specialize our units.

1 destroyer with scouting/move, second with range and/or bliz. Atm all just follow more orl ess same patch.

just an idea
 
While I enjoy most of the combat changes, I do question whether it makes sense to have anti-aircraft guns that deliver as much punishment as they take from my attacking tanks thanks to the Survivability line.

I think of anti-air as highly specialized units whose best defense is being behind standard combat units. Much like cavalary units can decimate siege weapons that are not zealously protected by defensive units, I should think armored cav should be able to do much the same to ack-ack guns.

Maybe I'm just finding the entire Survivability line to be too overpowered. Why bother with armor and infantry when highly specialized units like anti-air and paratroopers are so much tougher, even if only on the defense?
 
While I enjoy most of the combat changes, I do question whether it makes sense to have anti-aircraft guns that deliver as much punishment as they take from my attacking tanks thanks to the Survivability line.

I think of anti-air as highly specialized units whose best defense is being behind standard combat units. Much like cavalary units can decimate siege weapons that are not zealously protected by defensive units, I should think armored cav should be able to do much the same to ack-ack guns.

Maybe I'm just finding the entire Survivability line to be too overpowered. Why bother with armor and infantry when highly specialized units like anti-air and paratroopers are so much tougher, even if only on the defense?

I agree. Now that we can influence what the AI builds, there's no need to make AA so tough on defense... unless it's linked to how they do vs aircraft.
 
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