strategyonly
C2C Supreme Commander
@strategyonly
ok never mind i got it to work but now i have a new problem
i uploded a pic to show the new issue
OK i see it, but this should go in the bugs/crashes thread, and thx for noticing it
@strategyonly
ok never mind i got it to work but now i have a new problem
i uploded a pic to show the new issue
When you do start your play through can you provide a link to where you posted it at. Thanks
I played only till mid medieval, so i can't say much about balance, but here are some opinions:
1) Some animals should not have a possibility to attack. I lost 2 settlers to a pigeon! That's just mean.
2) Workers should have possibility to upgrade obsolete improvements. I had to use military units to pillage my own gathering camps, just to order to build a new farm.
Yeah, in 60+ turns. Much faster to pillage and rebuild.2) Gathering camps upgrade once you have the technology and work them in the city screen.
OK i see it, but this should go in the bugs/crashes thread, and thx for noticing it
so wait, that was a bug all along
if so than phew! for a second there i thought i did something wrong(again )
anyways i'll fidle around with the files to see if i could fix it...
ad 1) Yep, i know, but pigeons? Seriously, that is just plain unrealistic and they should not attack anything. Just wander around.1) Always escort settlers. This is just basic strategy.
2) Gathering camps upgrade once you have the technology and work them in the city screen.
I'd prefer if the worker's 'build farm' (for example) was just available on top of a seed camp (possibly at a reduced cost, but even if not)I agree with you on the improvement upgrading, but I think the easiest solution would be just to have improvements upgrade much faster, maybe just 25% of the time now. A slightly more involved solution would be to have city buildings that increased the rate of improvement upgrades in the city's radius, or existing buildings that auto-upgrade all the improvements in the city radius (like the Via Appia does for roads, but just for the city), like having the sawmill building you get at machinery (I forget the exact name) auto-upgrade all that city's woodcutters to lumbermills.
Don't like this (too powerful), but I would like to see cottages/mines (any evolving improvement) evolve at a rate that is dependent on how far behind the current tech-max evolution level it is, so that those that are more steps down have accelerated evolution as you raise the max level through tech.And a new idea: at civil service your workers can 'build hamlet', and every tech that lets you upgrade your cottages lets you immediately build a cottage one level lower than the max. With all the bonuses you get for farms/mines/etc. it doesn't make sense to build cottages around cities you found after the middle ages. By the time they upgrade to villages you're building space shuttle parts.
Maybe this will get buried, but would it be possible to give Great Commanders age? For instance, it's kinda absurd if you have a Great Commander that you got in prehistoric times, and use him to crush opponents in modern times. Perhaps if they had a timer related to gamespeed, it could be about 200 turns on snail, and go up or down from there.