Tigris of Gaul
Warlord
- Joined
- Nov 4, 2009
- Messages
- 158
Any plans to add a future era with units?
tech - The Corporation - 2x Work Rate not checked, the one above it (2x wealth effect) is.
unit - Dreadnought - not upgradable as Civilopedia says, maybe intentional?
crash - File not Found - art\civilopedia\icons\Mogami-SM.pcx (file is there but misspelled with an underscore Mogami_SM)
government - Monarchy - unit support is 3, civilopedia says should be 2
unit - Apprentice- not upgrading to Partisan, (Partisan's King ability is not checked and the unit is not available to the civilizations)
misc - Air Trade and over Sea and Ocean tiles Trade- maybe intentional but intercontinental trade is impossible except with resource dependent improvements (like National Coal Mine which allows air trade) which makes far flung resource colonies-cities very difficult. No technology allows trade over sea and ocean tiles.
misc - Work Rate - the worker rate seems 1 (50%) (unless the civ has the industrious trait which makes it 2 )even with a government with Worker Rate 2 (100 %) like Monarchy, a road ,base 3 turns, takes 5 turns and a railroad from base 16 takes 24 turns. Any ideas why this happens?
unit - US Cavalry - auto produced by US Cavalry small wonder and normally build in cities at the same time, also the unit sprite (to my eyes) doesn't feel in place.
Nice to see a new home for this promising mod.
However looking over this beta version 1.8 I got a little surprised. Earlier mentioning up to 2000 units have been cut to just under 700. Reason please ?
I was hoping, or maybe for the future, that the final Era should have been much more "developed" with much more Techs. I had in mind (perhaps wrong) that earlier pictures of a much more complexed final Era. The pictures is now gone with the website I guess.
I haven´t gotten as far yet in trying this out, so maybe I should wait and see. But this final Era has so much potential in the case of all the masses of units created by great model-makers in this forum. It´s sad not to see them perhaps a little bit more used.
My personal try is to get carrier-based aircraft a little different than land-based. They have shorter range forcing the carriers to sail closer to the coast before committing to an air-strike. RL events in the Med outside Libya, Gulf War and the Tonkin bay. Land-based fighters can defend more of the homeland with longer range and then a new breed of FighterBombers could have blitz and move 2 making them perhaps more desired by the AI. The carrier aircraft should only be made if the AI or human should decide to be a naval nation with strong powerful navy in an offensive case. As we know very few nation of today have aircraft carriers and in that case the AI is perhaps correct.
As mentioned the Fighter-bombers are partly in my mind to have something more versatile than plain heavy long range bombers. P-47 comes to mind, with much more strong Defense than Hvy bombers, shorter range than Hvy bombers and lesser payload, but move 2 and blitz. The offense is lesser than let say P-51 during same time period.
Now we got the very important Close Air support and a powerful ground attacker.
However not sure how the AI will handle this, but a human would strike a ground attack with P-47 first and then the weaker defensive Hvy bombers could come in later when the enemies fighters have been used up battling the P-47s.
Naturally I´m hoping for lets say F-14 NavyFighter, F-15 Land based and F-111 as strike/FB at the same time and earlier perhaps a combo of F-4, F-104 and F-105.
I know it will be many and that most civs haven´t got this variations, and that is just one of the problems.![]()
Bug time
crash - file not found- art\units\German Rifleman\German Rifleman.ini
the file is there, but named as German Infantry.ini, same with its parent folder