Chronicles of Mankind

Hey Nexus,
How about considering the ranges attack i developed?
Might be cool. I disliked volly on other mod itereations.
Well, I haven't tried yours but I think you haven't tried ours either.
Actually I think modcomp used in CoM is good but may need some fine tuning, which is just XML coding.
 
interesting.
how does the AI handle?
It's using it.
However I have the feeling that as a human player I have some bonus when using it. But maybe it is just because my troop are stronger than the AI's.
 
However I have the feeling that as a human player I have some bonus when using it.
Nope, there is no bonus other than your human brain being able to make better decisions than the AI.

There is no perks or bonuses for the human player.
 
I like the new volley system, although the automatic volley is maybe a bit overpowered.
You can take over an enemy city just by positioning a few well defended Siege or Archer Units next to it and waiting till the automatic volleys decimate the city defense and the units in it.
On the other side the AI can do the same thing and is using the siege and archer units maybe for the first time the "right" way, although completely unintentional.
I remember that with the old system the AI would sent siege and archer units to capture your cities, but wouldn't range bombard them first to reduce the city defenses, sacrificing a lot of units unnecessarily in the process.

So...yeah, it is a good side effect...
...but with the AIs tendencies to built many siege units it could get tricky in the long run.

Like i wrote in my last post, it may be a good idea to make siege units more expensive.

Reducing the city bombard strength or collateral damage may also help.

AIs (and barbarians especially) sent often siege units alone after an enemy unit which is just passing by, making capturing enemy siege units really easy and worthwhile. And since there is apparently an 100 % chance to capture lone siege units, which also have 100% health after capturing them, it is a good tactic to lure them out in order to get a little army fast without building it.

Lowering the capture chance for siege units (and lowering health after capture) may be an other good move.

Maybe even limit (early) siege units via National Units so they can not be used as a cheat...
 
However, the volley bombardment of improvements doesn't seem to work. Also the "sentry" option in some cases doesn't work.
 
However, the volley bombardment of improvements doesn't seem to work. Also the "sentry" option in some cases doesn't work.
thats probably tricky abd hard to teach the AI.
Although i used super forts which adds the ability to bombard improvements with AI capability to it.
 
thats probably tricky abd hard to teach the AI.
Although i used super forts which adds the ability to bombard improvements with AI capability to it.

I'm not talking about how the AI handles the improvement bombardment. I say that it doesn't work even for human player.
 
However, the volley bombardment of improvements doesn't seem to work.
Well, it's a known thing. It wasn't developed and I don't exactly know if @Inthegrave is planning to add that or not. IIRC he does but time is still a question.

Also the "sentry" option in some cases doesn't work.
What do you mean? Are your units not awakened when the enemy is near?
 
What do you mean? Are your units not awakened when the enemy is near?

I noticed that units (Archer,Melee,Siege etc.) in coastal cities don't awaken when an enemy ship comes near the city. I still get a message that the enemy was spotted.
I didn't noticed this for units in landlocked cities so far.
 
I noticed that units (Archer,Melee,Siege etc.) in coastal cities don't awaken when an enemy ship comes near the city. I still get a message that the enemy was spotted.
I didn't noticed this for units in landlocked cities so far.

Yeah, that's the case.
 
Speaking of bugs...
Is it possible to fix the really old AND bug where the Routes and Index section in the Sevopedia is cut off ingame?

There was a workaround posted in the AND Bug thread which just removes the routes section in SevoPediaIndex.py which in turn fixes the index. I checked it and it seems to work fine, but it is not a real fix.

sure, I removed these lines

routeList = self.top.getRouteList()

for item in routeList:
list.append([item[0],"Route",item])

elif (type == "Route"):
screen.setTableText(self.tableName, iColumn, iRow, u"<font=3>" + item[0] + u"</font>", gc.getRouteInfo(item[1]).getButton(), WidgetTypes.WIDGET_PEDIA_JUMP_TO_ROUTE, item[1], 1, CvUtil.FONT_LEFT_JUSTIFY)

Edit: Btw Zeta, if you understand python then maybe its worth to look C2C routes page files.. I looked those and they look like pretty much similar.. maybe its easy to copy their routes section to AND?

I also proposed in the AND forum some years ago an integration of an other mod which lets you pillage routes even in your own cultural borders, which didn't receive any attention...

I also just recently came across the "Route Pillage Mod" which adds a separate route pillage command for all(?) units. With this you are able to destroy routes separately from improvements, which adds a lot more strategic options.
And you are finally able to pillage routes inside your own cultural borders which is an option i greatly miss in the game.
I think the function would be a really great addition to AND - and the Dev provides already all important sources to integrate it to other mods.

The same Dev also has an other mod called "Air Combat Experience" which has some useful additions to Air units.

Any chance of either of this happening?
 
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