Prodigyx732
Chieftain
- Joined
- Apr 2, 2012
- Messages
- 49
1.) This probably isn't really a bug, but I noticed when a scout get's promoted for the first time, they get the choice of recon, which is +1 sight and ignore terrain cost. The other two is for +15 defense open/rough terrain and +1 sight. However, scout already ignores terrain cost.
I know this would be useful for when you upgrade the scout into a levy unit. Just not sure if it is intentional or not.
2.) The siege promotion tooltip reads +35% against cities. However in the attack box when I go to attack a city, it reads Bonus vs Cities 30%.
Side note: I think siege should be separated into two promotions. 20% then 30% or 25/25
3.) My unit has march +2 healing and a nearby scout has medic +2 healing giving a total of +4 healing every turn. If I fortify within an enemy border it is still +4 and If I fortify outside an enemy border it is +5. Normally it's suppose to be +6 and +7 respectively, but it appears fortify blocks the march heal.
Update: For my actual scout (archer now) he heals +7 with fortify + medic + survivalism but it appears this only happens during the fortify process. Didn't think medic would actually heal the unit that has it.
Update2: I then later discovered march actually heals for +3, so with medic it should be +5, however it's only +4. Unless of course, march act's in the same way fortify does, only +2 heal when inside enemy border.
4.) Not a bug, but Cover II is OP. It gives +50% damage reduction against ranged attacks, and Cover I gives +25% giving a total of +75%. My suggestion? 20% and 30% of course or 25/25
5.)When a melee attacks in rough terrain, blitz is useless for those with only 2 movement. Would be nice too see a promotion to give +1 movement for units that don't have it.
6.) On the tech tree, every tech has progress 11/XXX, so like I already have 11 research for future tech even though I'm still in the classical era. I did notice however, I researched 11 techs excluding agriculture so maybe that's the culprit? Not sure what the purpose of this is or even if it is intentional, but if it is.. I noticed optics is at 17/XXX and masonry is at 23/XXX. I re-checked after saving/loading and this bug disappeared. Could be result of CSD (is enabled in options) which I'm actually gonna turn off cause I never see the AI use it with this mod.
I would update to v142, however I don't feel like starting over again
I'll edit if I find any more.
I know this would be useful for when you upgrade the scout into a levy unit. Just not sure if it is intentional or not.
2.) The siege promotion tooltip reads +35% against cities. However in the attack box when I go to attack a city, it reads Bonus vs Cities 30%.
Side note: I think siege should be separated into two promotions. 20% then 30% or 25/25
3.) My unit has march +2 healing and a nearby scout has medic +2 healing giving a total of +4 healing every turn. If I fortify within an enemy border it is still +4 and If I fortify outside an enemy border it is +5. Normally it's suppose to be +6 and +7 respectively, but it appears fortify blocks the march heal.
Update: For my actual scout (archer now) he heals +7 with fortify + medic + survivalism but it appears this only happens during the fortify process. Didn't think medic would actually heal the unit that has it.
Update2: I then later discovered march actually heals for +3, so with medic it should be +5, however it's only +4. Unless of course, march act's in the same way fortify does, only +2 heal when inside enemy border.
4.) Not a bug, but Cover II is OP. It gives +50% damage reduction against ranged attacks, and Cover I gives +25% giving a total of +75%. My suggestion? 20% and 30% of course or 25/25
5.)When a melee attacks in rough terrain, blitz is useless for those with only 2 movement. Would be nice too see a promotion to give +1 movement for units that don't have it.
6.) On the tech tree, every tech has progress 11/XXX, so like I already have 11 research for future tech even though I'm still in the classical era. I did notice however, I researched 11 techs excluding agriculture so maybe that's the culprit? Not sure what the purpose of this is or even if it is intentional, but if it is.. I noticed optics is at 17/XXX and masonry is at 23/XXX. I re-checked after saving/loading and this bug disappeared. Could be result of CSD (is enabled in options) which I'm actually gonna turn off cause I never see the AI use it with this mod.
I would update to v142, however I don't feel like starting over again
I'll edit if I find any more.