What's your opinion about replacing the Machine Gun with a Mortar unit, with an attack range of 2?
Right now I never upgrade my Field Cannons, because you lose that additiona attack range, which makes them pretty useless in my opinion. Now I did mod my Machine Guns to have an attack range of 2, but historically this feels a bit awkward. Firing with a Machine Gun behind your own lines would hit your own guys, so a Mortar unit would make much more sense in that regard. The mortars being the Longbowmen of their time.
You could maybe even add back in the Machine Gun as some sort of defensive support unit, where it e.g. gives +5 vs. ground attacks (and ranged? and air?). In Civ4 the Machine Gun was a purely defensive unit, unable to attack, which I think fits much better to that unit. It's perfect for securing your current location, but quite hard to make a meaningful offensive attack with (yeah, just carry that heavy and hot machine gun with your bare hands and storm against the enemy lines just like in the movies!).
You might need to reduce the melee strength for a Mortar unit, but this is just a balancing issue.
I got a strange bug though. I am playing Roman on a Elite Emperor game.
And Spain is attacking me with his Jinete units. Lots and lots of them. Took they time to arrive (our kingdoms are very far away) but I killed 2 and another 8 are on my territory. But that isnt the problem.
The thing is that when the Jinete attack they dont get any damage. Ever. So the only way to kill them is to attack them. Is it intended? (dont think as not describ like that but maybe.)
Giving a UU Knight with additional movement (basically what is already the Knight's, and every cav's, strongest feature) the potential to attack twice, coupled with Scythia's cultural heal-on-kill ability, is just laughable levels of overpowered. A UU Knight with additional movement would already be outright fantastic, but the fact it's with Scythia and can attack twice? That's a timing push that no other Civ in the game is going to be able to counter if played by equally skilled players.
It's bad enough she can already zerg you down with light cav in the first 30 turns if you're unlucky enough to spawn next to her, but now you have to worry about a second inevitable medieval timing push from 5 movement double attacking self healing knights? That's just honestly way too much. This UU as is would be far too good on any Civ, but is just absolutely over the top with Scythia.
I already created a mod for this, however I haven't progressed far enough in my current game yet, so couldn't test it yet. It's just as I've said, it feels a bit awkward for a Machine Gun unit to have an attack range of 2. A Mortar unit would fit it perfectly though.You can change range for Machine Gun like explained here:
https://forums.civfanatics.com/threads/can-we-increase-range-of-machine-gun-by-1.605012/
Agree that the Scythian Amazon Cavalry is way overpowered. What would you suggest to tone them down? Maybe I should go for a milder bonus like a flanking bonus or something?
Hi there. I am making a Medmod for this game, and would love to be able to use your units, with your permission, of course.
One thing, though. I would like to use about half of the 19 unique units as vanilla units, too. Would it be too much trouble for you to make generic versions of these units for me? (Though I am sure other modders would like to use them as well.)
Finally, I would really like to see a dismounted knight unit (Man-at-Arms). You could take the Swordsman and give him the Knight's armor and shield.
You have a double entry for "PLUS_4_LONGBOWMAN_ADJACENCY_COMBAT_BONUS_DESC" in MOAR_Units_Text.
Can you guys explain to me the third step in the installation process? I can't for the life of me figure out where the files I'm supposed to be overwriting are.
Thanks!