Wow we all talk alot at work huh? Addicts!!!!! haha.
Ok. Lets get down to it shall we!
bebear - No worries mate. I was a bit snappy anyways

I have put alot of thought into the AI is all, and I am busy testing their responses and abilities to use things. As far as their usage of 'buildable resources' goes, in my test game, I am *JUST* at that point, so not sure yet

If they dont, its easy enough to make them do it (youd be suprised).
About Rhye's World Map - I will ask Rhye if I can include it today
Ohhhh, you just gave me a world of ideas there!!! Heres the idea I just got off that (Everyone pay attention here!!! What do you all think?): Instead of creating different specialized unit for all the different variations of arms and equipment in the later game; All units with this type of specialization capability starts out with enough experience to use at *least* one promotion; This first set of default promotions contains possible specializations (which have penalties as well).
So, for example:
Cruiser/Destroyer
First Rank Specializations:
AEGIS Outfit
Sonar Outfit
Artillary Outfit
Tank
First Rank Specializations:
Long-Range Firing Outfit
Anti-Infantry Outfit
Occupational Outfit
These are just ideas...those tank ones a re pretty stupid, but you get the idea.
ORR!!!! We could do it this way: We add a button to these units in their actions to change outfits/firing setups (This would take 2-3 turns). Soooo...you could just hot-swap your units to different techniques. This opens up a HUGE range of new types:
- You can setup firing formations for your infantry/musketman/etc.
- You can setup different outfits on your ships
- You can setup different ammunition for your aircraft missions
- You can setup different outfits and manuvers for your tanks
I love this idea....what does everyone think? The only issue I see with this is the AI is very unlikely to use it (Unless it was in promotion format). And I cannot modify the AI this far. But, on the other hand, we make sure specialized setups are penalized enough that AI with generalized units can fight them as well. (Until next year when the SDK comes out and I can fix it).
OKAY! Now that Im done blabbing about that:
Lachlan - Yup! Im into the idea, and looking into it
GroggyGrognard - You are correct sir. Firing lines were employed very quickly (in retrospect) after the wide-ranged use of them became popular. (In Civ4 standards, when grenadiers come into play is when firing lines were most popular).
I have already began to tweak them. I already upped the building destruction of nukes very very high, and there was already an undocomuented change to Nukes Combat power (I Tripled it

)
Anyways, next on the agenda:
Who all would be serious about assisting with this mod? If you would want to, email me
jaynus@gmail.com and let me know what you can do for it (Unit creation/skinning, xml, python coding with me, etc.) I'll check people out and see if theres anyone thats looking to go the same way as me