JosEPh_II
TBS WarLord
Spirictum is up.
T-brd Next!
Another storm pop up and another ship lost which is an Event and Not a USF problem. And I've had this Bugger for 3 of the last 8 turns!
I have Illyrian Pirates and the Hydrons all invading my coast line with War Galleys and I lose ships (my War Galleys) to an Event.![]()
<UnitsRequired>
<UnitClass>UNITCLASS_GALLEY</UnitClass>
<UnitClass>UNITCLASS_WARGALLEY</UnitClass>
<UnitClass>UNITCLASS_QUINQUEREME</UnitClass>
<UnitClass>UNITCLASS_TRIREME</UnitClass>
<UnitClass>UNITCLASS_CARAVEL</UnitClass>
<UnitClass>UNITCLASS_FLUYT</UnitClass>
<UnitClass>UNITCLASS_GALLEON</UnitClass>
<UnitClass>UNITCLASS_SLOOP</UnitClass>
<UnitClass>UNITCLASS_BRIGANTINE</UnitClass>
<UnitClass>UNITCLASS_FRIGATE</UnitClass>
<UnitClass>UNITCLASS_PRIVATEER</UnitClass>
<UnitClass>UNITCLASS_MANOWAR</UnitClass>
<UnitClass>UNITCLASS_SHIP_OF_THE_LINE</UnitClass>
<UnitClass>UNITCLASS_IRON_FRIGATE</UnitClass>
<UnitClass>UNITCLASS_IRONCLAD</UnitClass>
</UnitsRequired>
<TerrainsRequired>
<TerrainType>TERRAIN_COAST</TerrainType>
<TerrainType>TERRAIN_POLAR_COAST</TerrainType>
<TerrainType>TERRAIN_TROPICAL_COAST</TerrainType>
</TerrainsRequired>
<ObsoleteTechs>
<ObsoleteTech>TECH_SCREW_PROPELLER</ObsoleteTech>
</ObsoleteTechs>
<TerrainsRequired>
<TerrainType>TERRAIN_OCEAN</TerrainType>
<TerrainType>TERRAIN_POLAR_OCEAN</TerrainType>
<TerrainType>TERRAIN_TROPICAL_OCEAN</TerrainType>
</TerrainsRequired>
<OrPreReqs>
<PrereqTech>TECH_OPTICS</PrereqTech>
</OrPreReqs>
I don't know exactly how user settings or bug settings hold themselves but its possible someone is still managing to play with the original options we set for this game, which did include having storms ON.
I'll take my turn here shortly... I really am enjoying this game a lot.
We'll take 'em out as soon as the Seaworthiness project replaces the need for it. I'm not going too far into it but it's, in short, a replacement for this event-driven system and a way to give ships the option to TRY to travel to deeper waters, but will measure some small degree of risk of a wide range of damage that can be taken and to show the increasing reliability of ships as they upgrade, and the unusual reliability of some few special earlier vessels so that, for example, Polynesians may well be able to populate to deep ocean islands, while remaining unlikely to be the first to circumvent.Unless there is a good reason for several ship classes to be immune to these events, I'd say these events need to be redone because they're completely our of sync with the mod's current state (or at least this game's state, maybe it has been corrected for newer versions already?)
Yeah that 3-way battle for supremacy with none of us getting a decided edge ahead has been very fun! Every round a different ranking. GNP is where we fight over it the most it seems and the closest. But production and food are interesting too.especially now that the 3 of us (Koshling included) are struggling to see who emerges as 1st GNP. Each turn I'm in a different position from 1st to 3rd.
Human strategery is MUCH more interesting to face and makes these games worth every turn. (Even when Joseph pulled a trick in the other game that the AI would never pull and made me realize I felt the game shouldn't allow that sort of action, I still enjoyed the fact that I didn't see it coming. Once steamed down over what I felt at first was kind of a cheat, I came to accept that it is a legitimate part of the potential in the game since we haven't done anything to keep it from being one and perhaps it presents an interesting widened potential than I had ever considered.)I'm also happy because the war with Vokarya has made me think outside the normal scope of a Human vs AI war, something I had never experienced before as my old MP games were so hard that the humans had to band together against the AI, and either the game ended prior to any human conflict, or when human vs human war finally emerged it was already nuclear warfare.