Really appreciate the feedback guys.
This suggests to me making sabotage scalable as well.
At tier 1, you could decrease the unit's movement (or make it only able to move once every x turns).
At tier 2, also decrease its strength by x%
At tier 3, destroys the unit.
It seems that the lesser effects could be implemented by passing a 'Sabotaged I' or 'Sabotaged II' promotion to the targeted unit. This might even make it possible to increase their duration and effect.
These are good ideas. When I get a day or two to really think about this, I'll put together all the ideas proposed and come up with a system. Until then, more ideas are always welcome.
If you want to be nasty, tier 3 sabotage could, instead of outright destruction, set strength and movement to 0, making the controlling player actively having to destroy it themselves. "It's useless. Scrap it. Damn these blasted saboteurs!" This would make the effect even more transparent as well.
It would be nasty
, but I'd never hear the end of the "what happened to my unit
" threads, and I'd have to actually
teach the AI to delete them. Which, while not impossible, teaching the AI anything new is a pain roughly on par with teaching kindegarders algebra (Ok, maybe an exaggeration in this case, but still)
Water Cache reduces damage from air strikes and nukes. Is this intentional? As I recall from my Fremen game from an earlier patch (and checking the 'pedia), their unique replacement Deathstills only save water on growth.
Definitely doesn't sound intentional. I could see a moderate argument that a well contained and protected water cache would be helpful for surviving air raids/nukes, but not a -50%, and it's not intuitive at all. Conversely, guard stations and force shields have no protection afforded. I'm going to put a small effect on the guard station, and a larger one on the force shield that adds up to this same -50% (so the late game air power balance isn't screwed up).
Atreides' Beesting interceptors only get +50% against other hornets, while the normal version gets +75%. Is this intentional? Seems odd, especially noting the upgrade Locust also has +50%.
I'd have to agree with you again. The current setup means both have an effective strength of 10.5 against hornets, exactly the same, which leaves the beesting slightly more damaging in air strikes, but no better at actual aerial combat. The problem I see with dropping the wasp to 50% is that puts it at effectively 9 versus a firefly bomber's 8 strength, a very narrow margin. Which brings us back to the wonky vanilla civ situation where bombers shoot down intercepting fighters a lot of the time. So raising the beesting's bonus seems the right action.
There also needs to be enough difference in effective aerial strength between the beesting and the locust to justify upgrading. The locust has an effective strength of 9*1.5 = 13.5. Using 75% for the beesting puts us at 7*1.75=12.25. That's a little close I think. Using 60% instead we get 7*1.6 = 11.2, compared to the wasp's 6*1.75 = 10.5. So we've got a moderate but not overwhelming advantage for the beesting, hopefully without damaging any balance.
The 'pedia entry for CHOAM says the founder gets a free emissary, but I didn't.
I founded CHOAM yesterday and got the free emissary, and it's properly setup in the xml for them too. You either missed it
, or it's a bug that needs to be looked at. But that xml field and it's behavior should be unchanged from BTS I'm guessing.
Not a bug per se, but should Harkonnen slaves be changed into regular workers when captured/freed?
I like this idea and it should be possible through python without too much trouble. I found it awefully odd to be capturing and using old harkonnen slaves as the atreides in a game a couple weeks ago.
I'm finding captured slaves to be immensely useful as pre-builders. It's clearly an exploit, but if you stop a slave the turn before he finishes, and finish with a regular worker, you get the benefit of the faster work rate, plus keep the slave.
This is a hair more complicated. There are at present no unit level variables or functions I can think of that would be useful here. What I can do is create a new unit variable in the DLL that acts as a counter each turn the unit is building something. Passing that to python, I can kill a slave after he's worked x number of turns for instance, where x is modified by the game speed, and with a little uncertainty added in on just how many turns any slave could work before dying so as to not be gamed to much. It's low priority however.
One idea for a higher tier Ordos mission could be "salt the earth" where instead of just destroying an improvement, the tile gets salt added to it. "Dirty bomb" could be a third level, which adds fallout instead.
I was thinking something similar. The real bummer of sabotaging improvements is, you know that after spending hard earned EP's and risking you're unit, the AI will just have the improvement built again in five turns anyway. Adding an improvement that prevents them from rebuilding immediately would help that. But instead of salt, I'm thinking about the wrecked infrastructure left behind that has to be cleared first. Any ideas on a good name (or if 'wreckage' would work), plus it would need artwork. If anyone knows of existing art on the database or from some mod that might fit that, it'd be useful.
I could alternatively, or alongside the above idea, add a plot level variable that cuts workrate in half on the plot and expires after some time. It wouldn't be 'visible' except in tooltips, saving the need for artwork, and would really be easier to code I think.
Chris