JosEPh_II
TBS WarLord
Spot on, it is v37. That's the 'psGiant Earth Map - 5 Civs 12513.'
Where did you pick up the map from?
Spot on, it is v37. That's the 'psGiant Earth Map - 5 Civs 12513.'
Where did you pick up the map from?
Like Harrier said, it's in the mod. I just chose to play it from the single player scenario list. I've now downloaded the latest version via the link you posted above. But I can't leave a comment because I don't have dropbox.Where did you pick up the map from?
Do you mean Pit's UEM? C2C doesn't have a Gigantic Earth Map available out side of Pit's scenario. We used to have a Giant Earth Map (GEM) but the Mapmaker for it has not updated to match C2C new terrain and terrain features.
There is C2C_World map available though.
And how fast do you want later game turns to be at end of turn processing? Marathon would be faster than Snail.
1 last set of questions; what version of C2C are you using? The v37 Official release, the SVN current version, or the Patched V37 I put up yesterday in the v37 Update/Patches thread https://forums.civfanatics.com/threads/update-patches-for-v37.613571/unread
It is in the Private Maps folder on the SVN.
Something I'm working on. It's based on perfectMongoose3/4.What is the C2C_World?
Arsonists are now a national unit with a max of 20! What the...!
<Rant on>
These units were limited to 5 for a reason - they are a danger to your own troops. The more there are of them the greater the danger. By limiting them to 5 we did not have to write the AI needed to reflect this nor the "bad" stuff needed to accurately depict this unit.<Rant off>
If you are going to have more than 5 of these in a stack you should be prepared to loose the whole stack long before you get it into battle.
I suggest implementing an event like mechanism that goes something like:-
For each stack with more than 5 Arsonists in it
Chance of misadventure = 5% per unit
If a misadventure happens either
- loose whole stack
OR
- every unit in the stack looses 25% of its maximum health, Arsonist units double current cost to build and maintain.
If you are going to have more than 5 of these in a stack you should be prepared to loose the whole stack long before you get it into battle.
I suggest implementing an event like mechanism that goes something like:-
For each stack with more than 5 Arsonists in it
Chance of misadventure = 5% per unit
If a misadventure happens either
- loose whole stack
OR
- every unit in the stack looses 25% of its maximum health, Arsonist units double current cost to build and maintain.
Edit Originally they were very early equivalents to molotov cocktail throwers. They lead to Early Flame Throwers (required hand pump tech and maybe a Tradition or Doctrine) and later Early Grenadiers, Modern Flame Throwers and Molotov Cocktail throwers.
This I understood. Even way back when.....
But in the reality of the Mod a total of 20 is but a mere pittance to the stacks of hundreds of units this mod allows with it's default stack limit being Unlimited (-1). Now IF, the Stack were limited to 100 or less this discussion/"rant" would have more relevance. As it stands now it does not. Just that simple.
And as to having National units status, they are so just the same as other Siege units are. Otherwise do you want stacks sitting around the AI cities again? I really don't think so.![]()
Ah yes one of your maps. But it hasn't been updated since March of 2016. Wonder if Hydro and Toffer's recent terrain changes will have any effects on game play?
How can this possible be working since many people just select the "unlimited national units" option which turns off the limit completely?
It does not worry me one way or the other. If they are just torch wielders then there is no problems. If they are early Molotov Cocktail throwers then you need to put the downside in.
How can this possible be working since many people just select the "unlimited national units" option which turns off the limit completely?
Why not have fighter planes that can only go under water? The purpose of the unit has changed from the original intent so much that it is no longer filling the original need but some other need. Just saying.I don't know about that as I don't use Unlimited National units. We give players choices. But how do we make them bend to our will to play only a certain way?
And imho Arsonists do not need the downside, they now have a niche that they work well in. And it's been my experience that the AI uses them well too. So why would I want to tear them down again with a decisively terrible down side. Then the AI would not use them at all. It was when the Siege units like the Battering and then Siege Ram were made too strong that the AI doted on building them too extreme excess. Literally stacks of rams on every tile around their own cities. They made city attacking nigh on impossible. And why? Because the AI builds the Best unit it can for either offense or defense. There is a balance in this area now. Including that downside would wreck it again. Might as well remove Arsonists from the mod if that's the case right?![]()
The purpose of the unit has changed from the original intent so much that it is no longer filling the original need but some other need. Just saying.