Captain Haddocks - Hitpoint and City Tweaks

Matte979

Jedi Master
Joined
Oct 29, 2001
Messages
291
Location
Chicago
The goal of this mod is to with minimal changes slow down death of units in tactical battle and increase strength of cities. Overall changes is to increase HP and lower min damage from attacks.

Changes

Max Hit Points for Units changed from 10 to 15
Max City Hit Points for Cities changed from 20 to 30
City Base Strength Increased from 6 to 9
City Healed HP per turn changed from 1 to 2
City Ranged Attack Strength increased from 40% of strength to 70% of Strength.

Lower min damage base for same strength in tactical melee battle from 4 to 3 hp
Lower possible extra damage at same strength in tactical melee battle from 4 to 3 hp
Lower min damage base for same strength in tactical range battle from 2.5 to 1.5 hp
Lower possible extra damage at same strength in tactical range battle from 3 to 2 hp

Changes version 2

City Hitpoints increased to 40 from 30 (Default 20)
City Base Strength Reduced to 8 from 9 (default 6)
City Ranged Attack percent of Strength changed to 80% from 70% (default 50%)
Lower min damage base for same strength ranged battle increased to 2 from 1.5 (Default 2.5)


Mod has been uploaded to the mod browser.
 
Thanks for the mod, attacking city's is now a lot harder and u need at least 3 or 4 units.

Im not sure the upgrade in the hitpoints is a good thing though, it involves more tactics and positioning in killing units and this is as we all know the AI's weakest point, besides this it also makes that u can farm upgrades like mad on your units , its not even renaissance and i have 4 units with 6+ upgrades.
I hoped it would stop the usual gamepace of 1 AI taking over the entire other continent with the added city/unit defense but to no avail, demographics give the usual scenario.
I also noticed that AI units would refuse to attack a city if I have a visual over them (probably because it knows it cant take the city)

Had a situation with a CS ally that had 4 units close to a german city, I declare , he fights the units and then just leaves its units to die for the city fire over 30+ turns , they would always move and never attack / heal fortify / retrait.

Same scenario, bribed nappy to attack the germans aswell , he also send 3 units next to a city just to never attack and let them die for city fire.

Nappy killed 2 CS but I never had a visual over them.

Il do some more testing and see if I get diffrend results.

Tested with Battle AI, active city defense (fights in this game where early pre-castle) , all of thal's mods on emperor - continents - epic.
 
Thanks for the feedback. I would not use both active city defense and this mod as it will boost cities to much.

I also play with my experience changes which reduces the amount of experience you get from attacking a city, this fixes the xp farm issue.

I also have the experience that the AI decides to attack the city but then it just parks the units outside as it does not have enough strength to take the cities. Thats why active city defense mod is not good for the AI it just deals to much damage.

If you only have my mod active the AI still put units outside cities but mostly they stay around for a long time due to they having more HP to basically simulate siege of the city. I wish that sometimes the AI was smarter and did not move in until it had enough force but thats something Firaxis has to fix.

That said having the AI park units outside the city is actually not to unrealistic as during the time pre cannons it was common to have sieges of cities last for a long time, and a lot of cities actually fell not be attack but by negotiations. I just wish the game had some siege mechanics where the city would loose hp every turn if there was a live units around the city.

In my games the AI takes a little longer time to take cities but they still do which make the game more enjoyable for me. City states are harder to take due to their strength so most city states are around to early medieval times then they start to fall.

Btw, after gunpower cities are easy targets which are historical.

I am running with my promotion changes and experience changes. I have also done my own AI boost.

I plan to update my mods soon with some tweaks I have recently made.

If you have some good ideas about changes let me know. This mod changes very little just add some strength and hp.

I have thought of the idea to lower the 3 strength boost and add more hp instead. The AI seem to look at strength before it decied to attack. But right now I like the dynamic so I have to be convinced otherwise, and as I said I do not use active city defense beacuse of the automatic damage which the AI just cant handle, I also disabled it for citadels.
 
Im gonna try a new game coupled with your other 2 mods, the xp fixes look nice , not sure about the promotions and terrain fixes, reducing the open field 33% to 10% or something would be a major help.

Active city defense did nothing though in my last game considering all the fighting happened pre-castle's , they only could have had a improved wall over the vanilla game.

I guess we indeed have to wait for firaxis to ''undumb'' the AI.
The parking next to a city without fortifying or pillaging or attacking for 30+ turns is just plain dumb :)
 
Im gonna try a new game coupled with your other 2 mods, the xp fixes look nice , not sure about the promotions and terrain fixes, reducing the open field 33% to 10% or something would be a major help.

Active city defense did nothing though in my last game considering all the fighting happened pre-castle's , they only could have had a improved wall over the vanilla game.

I guess we indeed have to wait for firaxis to ''undumb'' the AI.
The parking next to a city without fortifying or pillaging or attacking for 30+ turns is just plain dumb :)

I have made two newer changes to these mods, which I have been testing, first open terrain is now only -10 instead of -33. I have also added 30 xp for barracks / Armory / Military Academy and Stable.

I agree on the AI, I am not sure their behaviour is all dumb. It actually makes sense to stay outside instead of commiting suicide on the city, That said I think the strength calculation on what is needed to attack is somewhat broken as it only attack if close to a sure victory. The same strength evaluation seem to affect ranged units which does not even fire when their strength is to low compared to target even if they would cause damage, the AI need some work.

With the promotion and experience changes at least its not a cake walk.

I hope to get some time this evening to upload version 2 of my 3 mods.
 
Just downloaded mod, seems to be great. Something that should be added is a GREATER minimun distance between cityes, so AI wont build lots of useless cityes near each other and wont use weak cityes as walls, hitting you as you get to their capital.
 
Back
Top Bottom