Wodan
Deity
Hmm, sounds interesting and workable. I'll be interested in seeing it when you make the changes!
Wodan
Wodan
Right now, we have a single standard "Naval Units" category... I'm going to break that down into the distinct naval ages... (Sail, Steam, Pre-Dreadnought, Dreadnought, Modern & Nuclear) with each age getting a combat bonus on previous ages.
Mamba... I'm fully aware you can give a ship a specific bonus against a specific ship... the problem is, I'd like to say "all Pre-Dreadnought era ships get a bonus against all Age of Sail ships"... even after I break down the categories, I'd have to do entries for at least a half a dozen bonuses for "Age of Sail" ships... galleys, triremes, galleasses, caravels, galleons, frigates, SotL, etc, etc. By doing it the way I am implementing, I only need to say "bonus against Age of Sail" and be done with it... one category bonus covers all those ships. Even if it's a smaller category bonus like Age of Steam (4-ships total), it saves me a lot of work and just looks cleaner in-game.You wouldn't have to break it down, you can give a bonus against a specific unit type if you wanted to.
I am not saying this is a better approach, but if you still wanted to have everything listed as "Naval unit" that would be an option.
Bingo on the obvious one... yes... a naval version of "March"... why not "March"? Well... because I didn't like the big foot on naval units, plus you don't "March" a whole lot at sea... the effect and requirements are 100% identical to march... but it's now called "Damage Control". It's not like it's going to hurt anything to add a promotion... plus it adds more flavor to the game to have a naval icon with a naval name for naval units. Not sure why ships were left-out on the march promotion to begin-with... maybe they didn't have a good icon for it!Well one is obviously march, though why you don't just use march is beyond me.The other seems like flanking.
Wodan
Well, WWI units have been in the Wolfshanze Mod since v2.0, and still are today. That includes WWI Biplanes and bombers, WWII fighters and bombers and modern jet fighters and bombers before moving onto stealth. It's all there, even with a picture in the top of the 1st post in this thread. You'll notice some biplanes in the top-left.What about air units?
I'd like to see them go Biplane (have it replace those dumb balloons)
WWII-era Fighter/Bomber
Jet Era Fighter/Bomber
Modern Stealth Bomber/F-22
I would like to see more modern air missions added to the Jet and Modern Era like in Dale's Mod still. Airpower really feels underpowered in Civ, especially vs ships.
Thanks Mamba. Means a lot coming from you. I seem to hear a lot of negatives and "don't do that", it's nice to hear a kudos every now and then... I'm still just making this mod for me and share with the public!I like the changes. These will be your first changes to the gameplay, apparently that is inevitable with us modders in the long run![]()
If you research Electricity and Radio both before you research flight, you'll skip right over the WWI aircraft.Maybe it's how I play that causes me not to run into some of those air units. I tend to play normal speed and without a ton of warmongering- so I might need to be more aggressive.
If you research Electricity and Radio both before you research flight, you'll skip right over the WWI aircraft.
If, however, after you get Physics you proceed immediately to flight without bothering to go as far as Radio, you'll get the WWI biplanes.
Flight = WWI Biplanes
Flight+Radio = WWII Aircraft
Note it is possible to skip WWI aircraft if you research as far as Radio before bothering with flight.
I've considered stretching WWI aircraft a little longer by making WWII aircraft require Flight+Radio+Industrialism, but I haven't decided if that's something I want to do or not yet. I keep waffling on that one... as it is now, WWI and WWII Aircraft still require:
Flight = WWI Biplanes
Flight+Radio = WWII Aircraft
Not sure if I want to change that or not.
I would suggest actually adding some new techs, like Jet Engine, Radar, Stress-skin body (this is the tech that allowed engineers to get rid of the ugly support struts on WWI aircraft. The skin itself supports the internal structure of the aircraft), and hydraulics. You would, of course, have to add extra turns to the end of the game to compensate, but I think this would work nicely.I've considered stretching WWI aircraft a little longer by making WWII aircraft require Flight+Radio+Industrialism, but I haven't decided if that's something I want to do or not yet. I keep waffling on that one... as it is now, WWI and WWII Aircraft still require:
Flight = WWI Biplanes
Flight+Radio = WWII Aircraft
Something I've been slow-leaking... getting all civs an extra UU. IMHO, if you lose to another Civ because they have one extra minor UU, you're not playing hard enough. I have no problem playing against an AI sporting an extra UU... none of these are game-breakers... perhaps the best UU I added would be the Vikings Longboat, but I don't mind sailing to a new world and finding the Vikings were there first... just means I've got free developed cities for the conquering!On another note, why do several civs (like Persia, Russia, America, Vikings) have more than one UU? Isn't there a balance concern with that?
I've been putting a lot of thought on this subject... The aerial path has been somewhat troublesome... without adding any techs, it's entirely possible to skip WWI aircraft and move-on to WWII aircraft. I might add one small tech requirement to straighten things out... must think.I would suggest actually adding some new techs, like Jet Engine, Radar, Stress-skin body (this is the tech that allowed engineers to get rid of the ugly support struts on WWI aircraft. The skin itself supports the internal structure of the aircraft), and hydraulics. You would, of course, have to add extra turns to the end of the game to compensate, but I think this would work nicely.