s3d said:Also, in the mods I've player it include +15% defence in all tiles.
Another thing to consider is that "heavy" military naval vessels are also faster than the norm because their larger engines had a better thrust-to-weight ratio than the average vessel of the type. This is true for both WW2 American and Japanese warships (BBs and CVs), and is still true today. Unlike on land, on water heavier = faster and lighter = much faster. However, prior to WW2 and especially prior to WW1 this wasn't true (engine technology wasn't as good) and heavy did mean slower.GIR said:light and heavy is cool (especially for tanks and naval units - heavy = königstieger or bismarck... : -) , but -20%strength is too less for light (+1 movement is really strong, so you should use a much "higher" value to compensate this)
GIR said:light and heavy is cool (especially for tanks and naval units - heavy = königstieger or bismarck... : -) , but -20%strength is too less for light (+1 movement is really strong, so you should use a much "higher" value to compensate this)
AWolfe said:Another thing to consider is that "heavy" military naval vessels are also faster than the norm because their larger engines had a better thrust-to-weight ratio than the average vessel of the type. This is true for both WW2 American and Japanese warships (BBs and CVs), and is still true today. Unlike on land, on water heavier = faster and lighter = much faster. However, prior to WW2 and especially prior to WW1 this wasn't true (engine technology wasn't as good) and heavy did mean slower.
GIR said:yes, thats maybe right - it sounds reasonable.
but we have to choose between "more realistic" promotions and promotions which improve gameplay. in my opinion the light and heavy promotion are a great idea for certain units, but if you lose one movement (for example tank) you should get more than only 20% strength because it is only a little more than Attack I. (same for a tank with movement 3 because attack I would compensate the -20%)
it is different for naval units. for better game play i would use +2/-2 movement.... but this is only my opinion
(because if you dont want to lose movement use attack and combat promotions only)
gir
Impaler[WrG] said:To avoid confusion with the Attack/Defence series the two promotions
Attacker (+20% attack, -20% defence)
Defender (-20% attack, +20% defence)
could be given differnt names, I sugjest Berzerker/Assault for the former and Stalwart/Stone Wall for the later. These both might need to go to 25% effect inorder to be significantly different from a level of Attacker/Defender which typicaly gives 15%-20% with no downside.
GIR said:yes, i also think that 25% would be the better choice for Berzerker and Stalwart/Stone Wall.
edit:
and the "Attacker", "Defender", "Light" and "Heavy" Traits should be normal Promotions and not only "world builder" promotions like hero,...
Rabbit said:I would like a clarification on one point I'm a bit dense on.
So the idea of the Attack I/II/III promotions is that you increase strength of unit (by 15%) but give it an equal penalty for defence on all terrains, so in essence it gains a bonus only to attacks, as oppose to the Combat promotion which increases both attack and defence, am I correct?
Also, shouldn't the penalty also include hills?
Exavier said:Wow I am surprised this mod hasn't been updated since I merged it into my mod originally lol.
I look forward to more