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Anyone know if this mod is compatible with Biao's Strategic Resources mod? Or if there is a way to make units not need strategic resources but to receive a combat strength nerf if their empire doesn't have the relevant resource?

I just started a new game with , aonst other ones, 8AoW and Biao's strategic mod: it seems to have no comtability issues. (8aow gives modifiers, biao sets new combat numbers)
Biao seems to work properly for the AI (update units, has the +5 bonus when has the strategic ressource) BUT it doesn't work for me , with traded resources or resources gained from CS :(
Any help on that welcome, I can't find any postabout Biao's mod (reddit discussions closed)
 
That's very strange, I can't think of anything from 8AoW that could have caused it, but bugs can do weird things. Just to rule something out, how much are your units healing by? Whose territory are they in? Do you have any medics/apostles/cities with pantheons nearby? A before and after screenshot should help.

I can confirm you it was happening with our without medics, in or out of my territory.

on thoses screen shot , you can see the AT crew at 58 health on turn 442 (yeah it was a ong game!) and 98 on the next turn. It clearly received twice the 20 normal rate (15 inside territory and 5 from GS)
Spoiler :

k03fjm.jpg

2rrxxt3.jpg


sorry I couldnt get a Screen Shot when we see the two numbers appear at the same time :(
 
Another thread, @Olleus :
What do you think about Biao's strategic mod, the part where we don't require any more strategic resources to build / upgrade units, but having the resource on the territory cancels the - 5 penalty.

Im trying playing a game with both Biao's and 8AoW, which works... Well it works.
But I think it sometimes load his values (set combat = 30)first then yours (set combat =combat-5) and sometimes in the other way.
Also frigate is missing and trading the resource doesn't work which is lame, but I really like the idea because it helps a lot THE AI and the CS.
I tried tweaking a bit both mods to work better together, but my modding skills are just inexistent :(
So... If you think that's a good approach to. Help ai without making strategic resources useless, maybe you'd like to consider adding something like that in 8aow?

Biao's not on civ fanatics I think, and his reddit topics about this mod are closed :(
 
Let me know if it does!

It does work very well; my only remaining problem is that Biao's mod need you to have a Mine on the Resource to work, it doesnt work with a District on it nor by trading the resource , so lets say it's pretty broken...

I guess I will play without mods after R&F is online...for a few days :D
 
I can confirm that the mod works on R&F (as in it loads) works. I'll play a campaign with it to see if there's anything broken or needs fixing and report back.

Edit, it works well, but because of AI+ v12 I got swarmed on deity and couldn't test more than the first 2 upgrades (screw the US with their 8 warriors invade at turn 6)

point is, I think ranged units need to get slightly unnerfed to give players a chance at surviving high difficulty invades.
 
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I'm testing it as well
I just commented off all the lines and files related to the Fusilier (because of Pikes and Shoot units) and to the Policies that give the +50% to the anti-cav units (but I must have miss something because I still have the policy card +50% to anti cav and siege)

I think ranged units need to get slightly unnerfed to give players a chance at surviving high difficulty invades.
I agree. I wouldn't touch their combat strenght but their ranged strenght should indeed be a little bit more unnerfed. Incendiaries might be a little bit stronger than +5 too (too weak related to the -17 vs districts)

screw the US with their 8 warriors invade at turn 6
Very funny that my neighboor is also Teddy and also invaded me. Immortal, without AI+, he managed to take one of my 3 cities (unwalled) and he was really close to take down the second one! That's the third city I lost in 600h, AI finally shows some improvement !

I got a nice emergency to take back my city (only member, as usual)

I'm playing on Pangea, so no naval units yet.
But everything works fine till now.
I think your code applies to the new Unique Units as well.
 
also, a bit of note, the Roman legionaries (and similar units I guess) are super OP now because ranged units cant kill them at all now.

between this and Maor Units changes. I'd say Melee>Anti-cav>caverly>ranged.
 
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