Dancing Hoskuld
Deity
9114
- removed Great Detective until we can find why it is causing an error
- removed Great Detective until we can find why it is causing an error
@Toffer,
Not me. Look at the Boss (SO) for those changes! See some of his last posts here. http://forums.civfanatics.com/showpost.php?p=14164345&postcount=10297
Last thing I did in Traits was to change the crime values on traits that had them. I changed nothing else. And that was a couple of months ago too.
And what's up with this "also go bananas on"? You sayin' I went bonkers on the str changes? These have needed attention for some time now. And T-brd will change them all anyway.
EDIT: One thing I have not finished is some of the Upgrades for these early units. Some are down right sideways or actually downgrades and need changed or removed. Why would you take an early spearman at str 3 and "upgrade" to an Atlatl which is also str 3? Or a spiked club at str 3 to the old stone axe that was also str3. At least the Spiked to Stone axe make sense now str 3 to str 4.
I'm gonna go bananas a bit more on unit strs and upgrades before T-brd comes back in a wipes everything out with his Big unit overhaul plans.
JosEPh![]()
9115
-- Set Limits on Rams, Upped Limits on Arsonist, adjust some early unit str, and adjust several upgrade paths accordingly.
Where is the discussion of that?
If you increase the limit of Arsonists, you should make them weaker, too.
Rams were fine to take a city, IF you promoted them correctly. But that was something you wouldn't even try. A well defended capital wasn't something that should be easily conquered, I hope that's still the case.
It appears to me that you don't know how to do proper warfare in the very early game (using PROMOTED rams, Archer Bombardment, destabilizing a civ with criminals and spies and being overall well prepared) and thus blaming the game for being imbalanced.
That's not the right way to go. Chaning major core things without discussion is NEVER the right way to go, as you have pointed out yourself many times.
Also, since you like to use the "it hurts the AI!" uber-argument: Try playing on a higher difficulty and then tell me again how easily you can defend your cities
Maybe, if possible, we could have a flat modifier on defense based on difficulty. Like a -50% (so if they had 120% it goes to 70%) modifier for settler and + 50% for deity. And vice versa for the player, thought that wouldn't be really necessary, since the AI is pretty harsh in taking cities from you
Nothing against these changes in general (except maybe increasing Arsonists limit without reducing their strength), but these need to be discussed beforehand. It's about mutal respect; imaging looking in the SVN and found out someone increased maintenance because he felt that there is too much gold in game for his way of playing...![]()