MOD: Patch Suggestion - C3C version

Version 2.02 is out!

New in v2.02:

Solution for balancing Statue of Zeus has changed. Now, Ancient Cavalry keeps its extra hit point, but instead has attack decreased from 3 to 2. That should make this unit not too dominating in ancient age, while still keeping the edge over normal Horsemen.

Coastal Fortress naval defense is increased from 8 to 16. This was done in order to make chance of destroying Coastal Fortress with Frigate similar to chance of destroying Walls with the Catapult (around 30%).
 
(Added by HOT Elite troops are 6 HP and resources never move.) I have also made sugar,tropical fruit & tobacco a luxury resource for trading purposes. Curragh now transports!)

Later

HOT

(UPDATE..I have made it so you can have a few more civs on tiny, small, standard & large maps!)*All Civs have unique colors*

Enjoy!
 

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Well, for basic game, I think that 5hp are enough for elites.
On the other hand, it does give some strategic death when you are torned around keeping 6hp elite or upgrading it too 4hp veteran.

As for having extra luxuries, it could make game too easy, since it makes much easier to have 8 or even more different luxures.

One warning about Curraghs with transport capacity of 1.
AI opponent will never use such ships for settlers transport.
That has probably something to do with AI having all settlers escorted with 1 defender.
 
Yes...good points...I will see with the testing of luxuries. The transport of 1 will be cool for invading puposes... Well, it's a test anyways...LOL!

Later

HOT
 
I never noticed this before....Are you saying if I upgrade a unit it drops down to vetern if it was elite? Cool...lol!

Later

HOT
 
Ok...I will now play some games and test it...Let you know how it goes. Thanks for all your hard work. By the way you didn't write the patch_suggestion line under scenario options so it can load your text file. I have fixed this in my test version of your mod.

Later

HOT
 
For know, i'm toying with having Frigates, Man-O-War and Privateers obsolete with Destroyers (by making them upgrade to Destroyer, but remove upgrade flag).

The trick is that this solution works only for those with 1.12 patch or greater (prior to that you could still upgrade with Shift-U).
 
Some news:
I have next version (2.1) in the works.
For now, following changes are included:

-Frigate, Man-O-War and Privateer become obsolete with Combustion (can't be built but don't upgrade).
Note: For this too work properly you need at least 1.12 patch.
-Guerilla changed to 8(4)/6/1 (higher attack then before).
-Paratroopers changed to 6/9/1 and Mod. Paratroopers to 10/13/1 (higher defense for modern and slightly lower attack for old one, to signify its defensive nature)

I won't release it just yet, I will probably wait for next patch too see if there are some other changes needed to be included.
 
Version 2.1 is out!


New in v2.1:

Frigate, Man-O-War and Privateer become obsolete with Destroyers (can't be built nor upgrade). This was accomplished by linking them to Destroyers, but with unselected upgrade flag. Note that for this feature to work properly you need to have at least v1.12 patch (otherwise you could still upgrade them to Destroyers by Shift-U).

Guerilla gets attack increased from 7 to 8. That way, it becomes competitive unit even when having Rubber.

Modern Paratroopers get defense increased from 12 to 13. I figured out that a slightly higher defense was needed, making it just a little bit lower compared to TOW Infantry, in same way as defense of Paratrooper is compared to Infantry.
 
Originally posted by player1 fanatic
Frigate, Man-O-War and Privateer become obsolete with Destroyers (can't be built nor upgrade). This was accomplished by linking them to Destroyers, but with unselected upgrade flag.

Does this lead to the AI having huge fleets of obsolete sail ships even in the times of battleships and AEGIS cruisers, or does it actually realize to disband the useless ships?
 
player1fanatic:
Your changes sound good and reasonable for me. I'll give it a try!
 
I feel boosting feudalism is unnecessary.
It's quite powerful even as default, combined with 'massive city placement'.
 
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