Armies

I think it's in a company's best interests to support commercial modding, and not just because I'm a modder myself. Half-Life's popularity was driven a lot by the popular Counterstrike mod, and Valve sold a lot more copies as a result. To play a mod people do have to buy the basic game, which is good for the parent company.

This is all rather offtopic though. :)
 
I mentioned it two weeks ago in the Militia thread. :)
Thalassicus said:
Something to keep in mind is if I change the Scout ancient-ruins upgrade away from Militia, it will affect their capability to ignore terrain.

I've figured out another way to solve this problem other than Archers or Militia, and added it for v8.1.
 
I moved that to the Scouting 1 promotion. For constancy's sake only unique unit bonuses upgrade. There's better solutions to the scout / goody hut dilemma. :)
 
  • Upgrading to Militia is overpowered
  • Upgrading to Archers isn't fun without a terrain bonus
  • Keeping the promotion makes later units overpowered
  • Not keeping the promotion is underpowered
Every other solution is ruled out, so the remaining choice is:
v8.1
  • Scouts now receive tech, culture, or other such rewards from Ancient Ruins in place of an upgrade.
 
  • Upgrading to Militia is overpowered
  • Upgrading to Archers is underpowered
  • Keeping the promotion makes later units overpowered
  • Not keeping the promotion is underpowered
Every other solution is ruled out, so the remaining choice is:

Meaning a warrior can become a spearman, but a scout will remain a scout, right?

This is a good fix. As much fun as scout archers are, they are a bit OP!
 
We can get 2 promotions in vanilla and 3 promotions in TBC vs barbs. If you're limited to 40xp (2.3 promotions) it's another mod doing it.

You can change the limit to 4 promotions or higher in the "Barbs - General.xml" file. Keep in mind it's exploitable since we can farm barbs for unlimited consequence-free experience, which the AIs won't do. :)
 
We can get 2 promotions in vanilla and 3 promotions in TBC vs barbs. If you're limited to 2.3 promotions (40xp) it's another mod doing it.

You can change the limit to 4 promotions or higher in the "Barbs - General.xml" file. Keep in mind it's exploitable, since the AIs cannot farm barbs for infinite risk-free experience like a human player. :)

Thanks. :)
 
The discussion above where several posters mentioned they saw no reason to upgrade units when at peace got me to thinking about how to make upgrading a unit to be desireable. One idea I came up with would be to have any unit upgraded with gold reduced to 1hp. This would then require time to get the upgraded unit up to strength and would provide a reason to upgrade in advance at least a portion of one's military units.

Another option would be to have maintenance for each unit type scale to the current maintenance cost of the current unit in that line which can be produced. This would remove the gamey reason (ie lower maintenance costs) for not upgrading.
 
The discussion above where several posters mentioned they saw no reason to upgrade units when at peace got me to thinking about how to make upgrading a unit to be desireable. One idea I came up with would be to have any unit upgraded with gold reduced to 1hp. This would then require time to get the upgraded unit up to strength and would provide a reason to upgrade in advance at least a portion of one's military units.

Another option would be to have maintenance for each unit type scale to the current maintenance cost of the current unit in that line which can be produced. This would remove the gamey reason (ie lower maintenance costs) for not upgrading.

Reducing units by (x) hp when upgrading is an interesting idea in and of itself. However, as I said earlier, I see no reason to pay more for units that I may have no intention of ever upgrading - be it because I like them as is (horsemen, lancers), because I am taking a pacifist approach, or simply because I'd rather spend my gold elsewhere.

The essence of the opposing argument is that it's gamey. While I disagree for all of the above reasons, anyone who feels that way can upgrade their own units promptly.
 
I think there is already a disadvantage for not upgrading units during peacetime & thats is other AI consider you weak if you're outdated & the chances for getting dogpiled are higher. :)
 
To play devils advocate...a player can then purposefully not upgrade units to induce an AI DoW and immediately upgrade units to swing the balance. If a longer upgrade time was introduced this would become a much riskier proposal and could end up helping the AI...of course the AI would probably upgrade front line units when able leaving the newly upgraded unit as easy pickings as well.

Does the AI take into account what units could be upgraded or just what units could be purchased with gold?
 
I think per-type vs global maintenance is something that's debatable, but there's one advantage of per-type maintenance that's clear: we can specialize it to specific units and unit classes. Non-combat units, support, air, and naval units have various maintenance reductions in this mod which would not be otherwise possible with our current tools. Even if we had full c++ access, it'd be complicated to do targeted maintenance changes in a way that's clear and transparent to the player. This is why I adopted per-type maintenance and feel it's the stronger option.

Thankfully... Firaxis did per-type maintenance at one point or it wouldn't be possible... all the stuff was left over in the files and ready to be re-activated. :)
 
My slavers are promoted to caravels, but my pirates are not. Is this the way it's supposed to work?

Also in 8.6, I've had units killed by units that do not take their tile - they disappear instead. The first time this happened it may have been a knight, which could be the explanation. But the second time the game said an AT gun - 3 tiles away - did the damage.
 
The slight change to Stonehenge is probably for the better, but I really like the changes to the Ancient Ruins. Those were my two least favorite results , and eliminating one while buffing the other are definite improvements to game-play.

Out of curiosity, why was the Scout nerfed... balance with the Warrior, or barbs?
 
Back
Top Bottom