Kael said:(...) I think they are different enough to justify 2 units. What do you think? Think I should give the commander half the fisnish building rush ability of an engineer?
Stalin_Bulldog said:The revised navy sounds awesome
I wasn't sure what you meant by fast ships, but if they work like that then definately, maybe a national wonder could be required to build one the highest, or second highest type of ship, so that they couldn't be mass-produced, and having a national unit ship would definately be awesome, but remember, since this is civ4, navies at least in vanilla aren't as big, so limiting to 1 national ship would be a real limit, 2-3 national units isn't a real cap where navies are concerned
also it'd be neat if catapult ships, or the ramming/exploding ships, did collateral damage, some naval unit should, there much too much naval stacking in plain vanilla
-stalinbulldog
Pfeffersack said:You could also restrict him to only rushing national wonders or ones with military purposes.
Deathling said:not different enough... you could just settle for GE for rushing, I mean if you're going to rush why use a perfectly good commander?
Lightzy said:Kael, I was just wondering. is there anything in the game setting that explains why the octopus overlords focus on culture? seems kind of weird![]()
Nedkjemp said:Okay, I know it's a purely defensive unit and that it's tier 4 and all that, but still I think the Shield Wall is a bit too powerful when it comes to city defense. Even if the unit can't be given the City Garrison promotion it serves this purpose all too well. Even using two heroes, several tier 4 units, 4-8 experienced macemen and cannons / catapults to take down the city defenses the Shield Wall is till a nasty unit to face when laying siege to a city. If an opponent has three cities with three shield walls in each taking him down will wear down your armies and make further conquest slow. Of course there is nothing wrong with a tier 4 defensive unit, but it really doesn't fit the unit description all too well, since it is stated that it is "not so good" for defending cities, but great for defending armies during march. This is just my opinion, but it really dampens the conquest / domination aspect of the game.
In addition there should be more barbarian units like Orthus. He is really nice for flavour and atmosphere in the game.
Deathling said:Well what I was trying to say is that you get one of them and if you're going to use it for +prod you might aswell get a GE...
I will be interested to see how this change effects the use of shield walls.
Kael said:Sure, but under that logic if you are using a Great Artist for a tech you might as well get a Great Engineer. I don't mind them having duplicate abilities, all of the Great People currently do. The Great Commander just gives a different set of options than the rest. Having 2 of his 3 abilities be unique seems good enough (and is the model the rest follow).
Corlindale said:I think I found another bug. When I'd researched the entire tech-tree(I know, I need a life...), and the tech menu stopped appearing, I'd still be researching, only now I'd be getting the religion-restricted techs. I got Dwarven Mining, Divination and Mind Stapling this way, they weren't displayed as being researched, but I just got them as if they'd been. Then I looked at the tech-tree, and found I could also research Necromancy(I had Fellowship as my SR).
Perhaps some kind of "future tech" could be added to prevent this, if only as a placeholder until you do the next Age?
kevjm said:Is a revised plan scheduled for phase 1? Would it be worth pushing back the schedule by a week if it's not? All you'd need to spice it up would be a couple of skins and changing the ship's abilities using technologies (although I say that knowing nothing about python or modding...)
Edit: Slap me if I'm out of line here
kevjm said:Kael, you should put this mod on your CV
Deathling said:How about letting the fellowship build cities without removing forests (if possible)?