ExtremeMod

My take on the arrowhead promotion is two-fold. First, the name itself doesn't necessarily attribute to a physical point on the arrow but more so the technology or ability to craft various sorts of arrowheads for various means.

Second, as with any technology there is a refinement stage. So first they invent odd type of heads such as the double-hook, fire tip, or blunt. Secondly, as the unit gains experience they also improve on the arrowheads research both by sharing the promotion perhaps to others but also simply modifying in the field before battle.

Perhaps I am thinking too much on this, but that is my reasoning behind it.

Thanks for getting into the roots of the game, as it is great fun thinking about why and what about the mod!
 
Oh i did try to locate Tam's Civic screen in my own version but as i don't know where to look i couldn't find it but i will see if i can mail those people to get what you need

*Edit*
i just posted my question about the Civic screen on their Forum last post is a month ago so i hope it is still alive
 
My take on the arrowhead promotion is two-fold. First, the name itself doesn't necessarily attribute to a physical point on the arrow but more so the technology or ability to craft various sorts of arrowheads for various means.

Second, as with any technology there is a refinement stage. So first they invent odd type of heads such as the double-hook, fire tip, or blunt. Secondly, as the unit gains experience they also improve on the arrowheads research both by sharing the promotion perhaps to others but also simply modifying in the field before battle.

Perhaps I am thinking too much on this, but that is my reasoning behind it.

Thanks for getting into the roots of the game, as it is great fun thinking about why and what about the mod!

heh. Maybe I wasn't thinking enough into it...:lol: But isn't training covered by the combat/drill promos?
 
heh. Maybe I wasn't thinking enough into it...:lol: But isn't training covered by the combat/drill promos?

Eh my Experience of Civ relates to the Rock paper Scissor combat even the best mod can't evade it but trough Promotions a paper can actually kill a Scissor (AKA Civ 3 spearman VS Tank but then using more Logic) and to be honest the game would suck if a type of unit can't be killed

Well Dale found another way to deal with Death stacks and such with his Range mod (and i would like to see it in Multiverse who wouldn't like a Cave troll to throw in some skulls:D)

*PS/Edit*
what i meant Dale's Range mod and the increase of Promo's does smoothen Stalemate situations that would make a player Enraged and make especially end game much nicer in the start you can always Out tech your opponent but the closer you come to the end you are more likely to get into a Cold war because neither side wants to push the big red button and neither side can punch a big enough hole in the line to claim Victor
 
Eh my Experience of Civ relates to the Rock paper Scissor combat even the best mod can't evade it but trough Promotions a paper can actually kill a Scissor (AKA Civ 3 spearman VS Tank but then using more Logic) and to be honest the game would suck if a type of unit can't be killed

Thats a big problem in civ IV, civ III however...:mischief:

Well Dale found another way to deal with Death stacks and such with his Range mod (and i would like to see it in Multiverse who wouldn't like a Cave troll to throw in some skulls:D)

*PS/Edit*
what i meant Dale's Range mod and the increase of Promo's does smoothen Stalemate situations that would make a player Enraged and make especially end game much nicer in the start you can always Out tech your opponent but the closer you come to the end you are more likely to get into a Cold war because neither side wants to push the big red button and neither side can punch a big enough hole in the line to claim Victor


I'd like to see that too honestly, I mean even if you don't have enough room for Dale's mod the WW2 Scenario in base BtS has naval units with ranged strength/attack that could be built off of.
 
I actually spent a tremendous time with adding ranges to all siege like units and ships from the catapult to advanced artillery (and the battleship and the like) also including magic stuff like giants, trolls, and dragons. Sadly, on multiplayer it causes huge OCC errors consistently.

The oddest thing is that aircraft uses the same basic rules and I have not had a single problem with them, but whenever I add it to catapults and the alike I get OCC errors all of the time.

I don't notice them as much in single player games, but we do 90% of my testing on multiplayer games.
 
I actually spent a tremendous time with adding ranges to all siege like units and ships from the catapult to advanced artillery (and the battleship and the like) also including magic stuff like giants, trolls, and dragons. Sadly, on multiplayer it causes huge OCC errors consistently.

The oddest thing is that aircraft uses the same basic rules and I have not had a single problem with them, but whenever I add it to catapults and the alike I get OCC errors all of the time.

I don't notice them as much in single player games, but we do 90% of my testing on multiplayer games.

The RiFE modmod uses ranged attacks, they seem to work in multiplayer too from what I've seen.
 
I will look into that.

I have also discovered that the AI becomes more lethargic on Aggressive AI rather than more so. I found that the AI was meaner if this is not selected.

Thats explains why the ai is so far behind on teching in an aggressive game. How did this get past the testers though, it seems like something they would notice by now(Civ IV testers not testers for this mod).
 
Thats explains why the ai is so far behind on teching in an aggressive game. How did this get past the testers though, it seems like something they would notice by now(Civ IV testers not testers for this mod).

It is only in my mod that the aggressive AI gets dumb. If you play for example the Thomas' War mod, they are deadly.

I attest some of the problems due to so many techs and new units that I think the Aggressive AI switch gets them more confused than mean. But not sure.
 
It is only in my mod that the aggressive AI gets dumb. If you play for example the Thomas' War mod, they are deadly.

I attest some of the problems due to so many techs and new units that I think the Aggressive AI switch gets them more confused than mean. But not sure.

Maybe the ai's strategy mentions specific techs to go for in agressive, and changing the techs around like you said causes the ai to stop teching or tech very slowly/badly? RiFE had some of those same problems that you mention, and they had replaced or changed almost every tech in the game with their mod. Just an observation.;)
 
Well an AI that gets bloodthirsty and sacrifices some brains therefore is a bit saddening Because i dislike getting axes thrown at my head when i already shoot well i always have that until infantry there i waste some time and give the AI time to catch up (More unintentional but makes my late game more troubled)

Well i also gain now a bit more Insight in how Wars where fought 1700-1800 Playing Empire Total war and it is pretty nice playing i am more a cavalry commander then an infantry commander and i did find some ways to still be able to have Cavalry but i know they are not capable to be implemented
 
Well an AI that gets bloodthirsty and sacrifices some brains therefore is a bit saddening Because i dislike getting axes thrown at my head when i already shoot well i always have that until infantry there i waste some time and give the AI time to catch up (More unintentional but makes my late game more troubled)

Well i also gain now a bit more Insight in how Wars where fought 1700-1800 Playing Empire Total war and it is pretty nice playing i am more a cavalry commander then an infantry commander and i did find some ways to still be able to have Cavalry but i know they are not capable to be implemented

They still make good units to soften up enemy positions for infantry, and to take out mettlesome cannon and catapult units. And they do well against grenadiers...:mischief:
 
Yup that is their role and i found a way to use them also to crack some enemy Infantry atleast in TW then Millitia and Siege equipment Cavalry are good at wrecking
Militia units dislike fighting prolonged and needing to have heavy combat once i fought an army of about 10-12 divisions mostly longer ranged militia i had 4 units of line infantry Maybe outranged but not outgunned Defensive posture to be able to decide where the shots are taken and then Moving into the offensive and crush them

Well Civ that can happen to but rarely i seen 4 units take out a battalion of men unless the enemy was Out teched

I would like it if when you draft a unit it gets a -10% Strength promotion (Draftee) and looses it when it fights prolonged
 
I always start playing a new-for-me mod at the Settler level so I can get a good feel for it before devoting serious time to it. And I absolutely HATE games which include an aggressive AI, be it a barbarian or any other computer player. I play games for relaxation and escape from competitive reality. Maybe you will too when you get older and grow tired of always having to fight people and things (like gravity). I'm 63 and have been physically handicapped since birth. I won't b playing your mod.

Sorry you won't be playing the mod. I can either write the mod for you, or I could write for myself and all my friends.

You do not need to play the AI on aggressive, as a matter of fact I urge you not to. Nor do you need to play Raging Barbarians.

I have restricted the modes of play to 3 generic type: Easy, Moderate, and Hard. I do not think that is too restrictive.
 
Christensen you did a great job and i made also a bit of advertising on FB and when the next version get's released and either you or me make a Torrent download atleast a few would start playing
 
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