So you gave a problem whit indirect fire + range, a combo that is not even necessary if you say, put the ranged unit in a hill, and what? want it removed?
Quoting myself from #3: "I wonder then if indirect fire effect can somehow only be applied to original range of unit." Then from #10 "Am I alone in wishing indirect only applied to unit's original range". 'bout as specific as I can get here, acknowledging this "solution" is not quite fully cooked yet, I'm not sure what else I can say to explain... I don't know where you see having it "removed" in this thread.
Now, from my last post "When I play single-player (not often), I play standard -- I never play quick, admittedly -- I still find this combo OP, although usually i get 2-3 of these, a little later, to the AI's 0".
Forget marathon, it doesn't matter. The last three games I completed, before this post, were standard, if that helps you move on here. When I said "not often", this was a subjective, relative reference. Standard games, imo, are a little more excel and less civ, but it hits the spot when the time and players for a proper game aren't available.
The difference you keep missing back on point here is that these two promos, combined, have an effect, if you're using them right, that increases the utility of these units exponentially rather than incrementally, as nearly all the others do. Yes there are other strong combos, but compared to the other combos you mentioned, while still strong, they don't come with a similar instantaneous jump in near-invincibility that is never/rarely accessed by the AI. You also keep going back to logistics.. again this doesn't matter, just compare apples to apples, ie think of range/indirect vs just range or just indirect, on top of w/e other promos, logistics or no logistics. The moment you hit the range/indirect combo, you jump in power like no other combo, other than logistics (but again we have no problem there cuz the AI accesses logistics frequently enough).
Its impossible to have 3 range indirect fire archers in standard speed, unless you never research composite bowman that is, but by that time the deity ai has knights
When I'm referring to "archer", i'm referring to the way the game's sql tables, which apply promos to "unitcombat" types. An "archer" in this context is any unitcombat_archer. This should be obvious from the discussion re: bowmen in the OP and following posts.
promotions cannot be balanced arround terrain, vanilla tried it and it failed,
I think you have things backwards here.. vanilla tried to give promos based on terrain, remember +% in open or rough? This creates imbalance on terrain, and was scrapped in favor of VP's terrain balanced promos. Indirect is a holdover, though, and I highlight it in the hopes that a workable solution is floated by someone here, that if nothing else I can work into my own VP fork in my next housemate deity marathon game
