joelwest
Noble
I have been playing my first game of the HitM mod and most of the additions to BtS I find interesting. I did not realize the armory provided cost free unit promotions until reading the last few posts. I incorrectly assumed it provided one free actual promotion. since this did not occur when the unit was created, I assumed it would happen the first time the unit upgraded. please be more detailed in the Civilopedia about how the armory works so others do not make the same mistake.
was the model I assumed ever considered for HitM? since I am making quite a bit of money so far in the game (even with many new far away towns in the New World) having a free additional upgrade would be alot more useful to me than not paying for them. since I have to choose between adding 2 xp or a free upgrade, currently I incline to adding more towns that have 2 more xp than "improving" towns that already have 2 more xp. if the number of my unit producing towns remains small (and this may happen since I am on your New World map), I may then go through and add armories to them
a more significant change in HitM was upping the combo of vassalage and theocracy to yield 5 xp, not 4 xp as in vanilla BtS. now mounted units with these two civics, a stable, and a barracks get 10 xp and hence three upgrades when they are first created. this is a powerful incentive to rely more on mounted units than melee units which "only" get 8 xp and hence "only" two upgrades when created. this is also a powerful incentive to use a gg to create a military instructor in order to get 10 xp for non mounted land units and hence three upgrades when created, not just two. hence less of an incentive to use the gg to create an armory
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one oddity in Civ 4 is that gunpowder units do not get city attack promotions like melee units do, but the game allows melee units to be upgraded into gunpowder units. hence a triple city attack swordsman (melee unit) may eventually become a triple city attack musketman (gunpowder unit) after being upgraded, but such units CANNOT be created from scratch. was city attack for gunpowder units ever considered for HitM?
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the only tweak I sorely need is how to reduce the visual impact (smoke clouds) of the battle tiles. I eventually understood that this was a visual marker that tile production was handicapped for a certain time after a battle and as such is useful to know, but as a part of gameplay it is a visual pain since the smoke clouds cover up the tiles behind the smoke so that I must zoom in and out continually to try and read the tile values that are being obscured
it there a flag to make to smoke rise up to say one tenth of its current level? or some smoke height or smoke transparency that does not obsure tile values behind the smoke?
joelwest
was the model I assumed ever considered for HitM? since I am making quite a bit of money so far in the game (even with many new far away towns in the New World) having a free additional upgrade would be alot more useful to me than not paying for them. since I have to choose between adding 2 xp or a free upgrade, currently I incline to adding more towns that have 2 more xp than "improving" towns that already have 2 more xp. if the number of my unit producing towns remains small (and this may happen since I am on your New World map), I may then go through and add armories to them
a more significant change in HitM was upping the combo of vassalage and theocracy to yield 5 xp, not 4 xp as in vanilla BtS. now mounted units with these two civics, a stable, and a barracks get 10 xp and hence three upgrades when they are first created. this is a powerful incentive to rely more on mounted units than melee units which "only" get 8 xp and hence "only" two upgrades when created. this is also a powerful incentive to use a gg to create a military instructor in order to get 10 xp for non mounted land units and hence three upgrades when created, not just two. hence less of an incentive to use the gg to create an armory
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one oddity in Civ 4 is that gunpowder units do not get city attack promotions like melee units do, but the game allows melee units to be upgraded into gunpowder units. hence a triple city attack swordsman (melee unit) may eventually become a triple city attack musketman (gunpowder unit) after being upgraded, but such units CANNOT be created from scratch. was city attack for gunpowder units ever considered for HitM?
-------------------------
the only tweak I sorely need is how to reduce the visual impact (smoke clouds) of the battle tiles. I eventually understood that this was a visual marker that tile production was handicapped for a certain time after a battle and as such is useful to know, but as a part of gameplay it is a visual pain since the smoke clouds cover up the tiles behind the smoke so that I must zoom in and out continually to try and read the tile values that are being obscured
it there a flag to make to smoke rise up to say one tenth of its current level? or some smoke height or smoke transparency that does not obsure tile values behind the smoke?
joelwest