Asterix Rage
Warlord
- Joined
- Jun 6, 2010
- Messages
- 1,585
There is no link at all between EAW and Rocket missile Unit.On 1.15 using Rocket missile provokes a CTD. Maybe VP not EAW.
You should report it on GitHub
There is no link at all between EAW and Rocket missile Unit.On 1.15 using Rocket missile provokes a CTD. Maybe VP not EAW.
Thx for the report.from 1.15 it seems that AIs do not use airforce at all. They build it: i see every kind of bombers, fighters, etc but no AA and no one attacks or defend.
I do like use full VP. So I mod for full VP It's even because VP that I started to mod 3 yrs ago.Its possible a version only for community patch, like the naval mod? I don't like use full VP (especially cbo).
I always think about them.if you're still taking requests
At the very beginning of the project, a distinction between lines was obvious for civplayer33 and me. We imagined and experimented many possibilities but none of them meet our expectations. We had to face 2 enormous problems:I'm curious how you feel about the concept in general, of distinguishing the lines a bit more.
I might experiment with it a bit on my own. If the differences between lines weren't significant, do you think minor changes to the Unit_Flavors for each unit could account for it, as far as the AI goes?At the very beginning of the project, a distinction between lines was obvious for civplayer33 and me. We imagined and experimented many possibilities but none of them meet our expectations. We had to face 2 enormous problems:
- About balance. Difficulties in keeping B17 and Zero slightly dominant in their domains alongside new lines Air superiority and Long range.
- About AI handling. The Civ base core give us minimalist tactic capacities for Air Units. Eg: AI is unable to distinguish Attack fighter from Air Defence fighter. In Civ/VP, a UNIT_FIGHTER will remain a generic fighter whatever you do.
Actually, any kind of distinctions between lines will allow human player only to understand and play well with it. Unfortunatly.
This is why the 2 EAW lines are filled with exactly the same VP promos. AI is not confused at all. You and AI will pick the best Air Units available and that's it.
EAW does not bring new tactical or 'real life' features.
Instead:
EAW makes air units aspect of VP much more dynamic by doubling the number of ...Air Units. Without impact on the grand total of upgrade cost (Thanks the two interlaced lines)
EAW makes air combat aspect of VP a bit more unpredictibled because most of combats will be done with two generations of units (with small strength difference. Half)
Unit_Flavors does not replace human skills. The point here is to reach the perfect balance.do you think minor changes to the Unit_Flavors for each unit could account for it, as far as the AI goes?
EAW asks same ressources than VP.Do all Air units require some resources (Oil/Aluminum) or only selected ones?
It is definitly. EAW is compatible with VP Version 7-1-3 minimum.Checking if this mod is compatible with Version 1.0.