[Beyond the Sword] History In The Making

Deleted----- Double post due to site freeze-up
 
I can't be 100% certain, either, but my low skill level and high patience make me an interesting guinea pig :p

And thank you.

According to the Civolopedia the Sagittarri is supposed to have a spear bonus.

The Sag is unfortunately no different from a normal horse archer...Grave changed all horseman/horse archers in rather a hurry for his last upgrade, and missed this unit....nevermind, its extremely easy to give it some small bonus, but with Legions as the main stay, Rome doesn't really need another high powered unit from that time period...

On a personal note (after 3 squillion games of Rome TW), Rome wasn't really noted for its use of horse archers, and I always thought maybe a slightly powered up catapult would be a better choice for a 2nd UU...
 
The Sag is unfortunately no different from a normal horse archer...Grave changed all horseman/horse archers in rather a hurry for his last upgrade, and missed this unit....nevermind, its extremely easy to give it some small bonus, but with Legions as the main stay, Rome doesn't really need another high powered unit from that time period...

On a personal note (after 3 squillion games of Rome TW), Rome wasn't really noted for its use of horse archers, and I always thought maybe a slightly powered up catapult would be a better choice for a 2nd UU...


I've had my doubts about the horse archers... Certainly they were famous for siege engines and engineering... At the same time it's odd to give them a UU from another era, because they didn't span as many tech eras in game terms as civs like England, even though they were around a long time.

Perhaps a drill I catapult. It's an advantage they could build on, and carry into future seige weapons, but in and of itself, not a dependable advantage since it's only the chance of a first strike.

I'm having too much fun with this game right now to redo the fixes, I may have to finish it.
 
So what does the time frame look like for a 3.17 full release?
 
:lol: The double shift approach seems to have made an improvement.

While I don't recall any other random events or quests affecting me, the baby booms announcements appeared to be firing properly to nations that concluded wars, me included.

I had a few positive and negative events, about the norm I think...if you do "replay" (when you've met all and uncovered all land so as not to spoil the game), it will list ALL the events that happened to everyone...I did this and they seemed to all be fine...

On a side note, in that game, the Spanish got the Vedic Archer event, and were wiped out, and then their nearish neighbours, The Vikings, got wiped out too by the viscious barbs!! This left the world's largest continent with just 3 nations, Egypt, India and Carthage (I was peacefully unaware of all this, with a medium sized continent mine and The Portuguese's.) Egypt wiped out India totally and at 1500AD, have over 40 cities! Hannibal is "we fear their miltary might" with them, and so am I, cept they don't have Astronomy, and their sheer number of troops and the fact that they must be spending around 25% on Espionage, means they are dropping like a stone in freefall...

Still even though I'll probably be an era ahead when they (inevitably) eventually attack me, that many outdated troops can do a heck of a lot of damage....

Anyways, glad the events seem to be working :thumbsup:
 
Just had a miraculous waters in an oasis event, and a golden age inspired by a soldier who ran 26 miles. Haven't seen any where I had options of spending gold, though.

I'm off for the holiday. Have fun!
 
Well anyone else tested my Updated Events? I went in a tested a few (some quests)through the in game python console, and they all worked. (Believe me this is a pain in the backside to test, having to manually type in long lines of python, and then make sure you've set up WB with the exact requirement conditions...)

Anyways, they seem to work perfectly now, so if anyone finds any bugs/unexpected happenings, let me know...

Thanks.
 
I'mk not noticing a lot of events, but they are occuring to me and my remaining rivals and they seem to be legitamate. Everything still seems to be running smoother than ever.
 
Rusty, I hate to be a pain or anything, but I don't think Egypt was on that list of 2nd UU's. :(

Egypt's 2 UU is The Nubian Archer---same as a regular archer but +50% city attack (I suppose you'd have to be desperate...), Grave's idea...
 
Rusty, I hate to be a pain or anything, but I don't think Egypt was on that list of 2nd UU's. :(

You're not a pain. Just because one person on this thread has a question or a problem doesn't mean that they are the only ones. There are most probably lurkers with the same issues.

I was surprised to think that I didn't overlook something, as I was in a hurry that day. Any other questions about this or any other info that as supposed to be on a disconnected spoiler?

If not, what do you think of the HitM at this point?
 
Think I mentioned this before, but its just too powerful...

For those who don't know, it replaces the basic "Temple", yet because Hatty and Ram are both Spiritual,they build it a double speed, and it provides +1:) and +1:culture:...which is fine...

Its the 1 free engineer that's too much. Its like having an Ind Park, that doesn't give :p AND gives +1 :) in 2000BC or so :lol:

And since both Ram And Hatty in effect build WWonders 50% faster (Hatty from Cultural, Ram through all the +1:hammers: on all mines/quarries), it just leads to a snowball effect of popping very early Grt Eng, who build wonders which lead to more GRT Eng etc. and more wonders etc.etc.

As Ram in my current game (huge/marathon/emp), I built the AP in 18 turns from scratch in 350AD..18 turns from scratch on marathon with a size 13 city!

So anyone else think that the Mastaba needs an overhaul? My idea was +5% :gold: from any and all of Incense/Copper/Silk/Cotton/Gold (to represent Grave Goods) for an up to 25% bonus, making it an early mini-market, even though its extremely unlikely you'd have all of the above...

You just don't need Hatty and Rameses popping Grt Engineers out that early, it just makes an unstoppable snowball..

Any thoughts?
 
Egypt's 2 UU is The Nubian Archer---same as a regular archer but +50% city attack (I suppose you'd have to be desperate...), Grave's idea...

Thanks. :goodjob:

...
If not, what do you think of the HitM at this point?

It looks ok, haven't downloaded it yet though (although I an older version of it somewhere on my hard drive). I like the 2nd UU's idea, and some of the new units like the Special Forces, and the Siege Tower. One thing I don't like however, is the inclusion of Texas as a Civ. :/

I also like all of the new national wonders:

Grand Central Station
Supreme Court
National Broadcasting Corporation
Special Operations Center
 
Thanks. :goodjob:



It looks ok, haven't downloaded it yet though (although I an older version of it somewhere on my hard drive). I like the 2nd UU's idea, and some of the new units like the Special Forces, and the Siege Tower. One thing I don't like however, is the inclusion of Texas as a Civ. :/

I also like all of the new national wonders:

Turning the SEALS into marines and making special forces availble to everyone is one of my favorite changes in this mod.

Siege towers are another. I thoroughly enjoy having a stack with mixed specialized seige units. Some barrage cats for fieldpieces, some accu-trebs for breaking down walls, and a couple of Siege Towers for killing those highly promoted protective longbows .

I wish we could carry that warfare forward somehow from the Medieval/Renniassance era to the "Napoleonic ". By promoting trebs to bombards ( Still a tool to destroy defenses, ranged attack only, weak in the field, but with a big city/fort attack bonus, and would reduce defenses faster than canon ) with gunpowder, cats to canons as we know them( not sure about where on this tech tree), and Siege towers into mortars ( Still a tool to circumvent walls and strike the defenders, no ranged attack, weak in the field , but with a big city/fort attack bonus, complete kill capable, and maybe a litlle collateral bonus) that would be strong enough to take out a fortified rifleman in a city with an equal number of promotions ( not sure which tech).
They should all be vulnerable to flank attacks from curiasseurs.:old:

I do like to limit the amount of both Siege towers and Special Forces to keep them special.

I don't get along well with protective civs, but I often say to myself, "yeah, that's what Texas would do." :cowboy:The original quotes are fun.

I agree, the extra national wonders are :cool:


With HitM you get more of everything- more stuff to trade, more units to use, more stuff to build, more ways to win, more decisions to make and more ways to plan. Grave did great:goodjob:
 
Think I mentioned this before, but its just too powerful...

For those who don't know, it replaces the basic "Temple", yet because Hatty and Ram are both Spiritual,they build it a double speed, and it provides +1:) and +1:culture:...which is fine...

Its the 1 free engineer that's too much. Its like having an Ind Park, that doesn't give :p AND gives +1 :) in 2000BC or so :lol:

And since both Ram And Hatty in effect build WWonders 50% faster (Hatty from Cultural, Ram through all the +1:hammers: on all mines/quarries), it just leads to a snowball effect of popping very early Grt Eng, who build wonders which lead to more GRT Eng etc. and more wonders etc.etc.

As Ram in my current game (huge/marathon/emp), I built the AP in 18 turns from scratch in 350AD..18 turns from scratch on marathon with a size 13 city!

So anyone else think that the Mastaba needs an overhaul? My idea was +5% :gold: from any and all of Incense/Copper/Silk/Cotton/Gold (to represent Grave Goods) for an up to 25% bonus, making it an early mini-market, even though its extremely unlikely you'd have all of the above...

You just don't need Hatty and Rameses popping Grt Engineers out that early, it just makes an unstoppable snowball..

Any thoughts?

I haven't tried Egypt yet. I drew Rome, and I'd have to agree that they don't need any military assistance. I rolled over 8 or 9 civs and had 2 others self-vassalize in peacetime with legions and later legions upgraded to armsmen.

Maybe what they need are settlers or scouts befreinded by wolves;)

I started another game and got a named pirate notice sometime between hooked up seafood and sailing. The notice looked great, but nobody was doing anything when it said my shipping was being attacked, although later a galley did destroy my seafood. I decided to use your event installer to overwrite.

I'll try Egypt next game. The AP on 18 turns from scratch with no chops or whips? The quickest build time I can recall seeing it on my menu would be in the 40's unless I had a Golden Age. I thought the Egyptians were excellent wonder builders as they were. It does sound over-powered to me.
 
I haven't tried Egypt yet. I drew Rome, and I'd have to agree that they don't need any military assistance. I rolled over 8 or 9 civs and had 2 others self-vassalize in peacetime with legions and later legions upgraded to armsmen.

Maybe what they need are settlers or scouts befreinded by wolves;)

I started another game and got a named pirate notice sometime between hooked up seafood and sailing. The notice looked great, but nobody was doing anything when it said my shipping was being attacked, although later a galley did destroy my seafood. I decided to use your event installer to overwrite.

I'll try Egypt next game. The AP on 18 turns from scratch with no chops or whips? The quickest build time I can recall seeing it on my menu would be in the 40's unless I had a Golden Age. I thought the Egyptians were excellent wonder builders as they were. It does sound over-powered to me.

Good to see you're having some fun games....

Yes, The AP was done chop and whip free...to be honest, Thebes was in a hilly area, and it was this that had the greatest effect. Ind is +1 :hammers:, slavery is +1:hammers:. That means a standard plains hill is +6:hammers:, add in +57% for a forge and Org Rel, and thats 28:hammers: from 3 plains hills! (I'm not 100% sure whether Ind +1:hammers: on all producing 3 or more is well balanced either, but its fun);)

With The Egyptians, its mainly the effect of all the early Grt Eng. With just Myst and Poly, Egypt can run 1 Priest Specialist and have a free Eng also contributing 3 GPP(from Mastaba), nevermind early wonder points contributing too. This means you get (50 turns marathon) a ridiculously early Grt Person, either a Grt Prophet or Grt Eng. To my mind, they are the most powerful early Grt People (Its a little too early for Grt Scientists/Academies to make much difference)...

Edit:- Actually with just an Obelisk and Mastaba, Egypt can have 2 Priest Specialists and a Free Eng, which is even quicker to that first Grt Person, but lessens the chance of an Eng....
 
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