DaviddesJ
Deity
I don't know how to create test games with the challenger settings, either. Maybe Gyathaar will help us?
I've done a bit of testing and it seems that this is indeed an enormous advantage to the AI. They can easily have five cities by the time you have two. It must be possible to catch up though. Anyway, I'm willing to give this a go.I might add though, if it works properly then the CHALLENGER will be a HUGE STEP UP from normal.
Save the game as a worlbuildersave, then open the worldbuildersave in notepad and change NOBLE to SETTLER for the AIs..I don't know how to create test games with the challenger settings, either. Maybe Gyathaar will help us?
Did anyone ever create & upload a test game in the end? (just regular contender is fine) Thanks
Would you be willing to run the same test with the Challenger settings? I'd really be interested in the difference.
Save the game as a worlbuildersave, then open the worldbuildersave in notepad and change NOBLE to SETTLER for the AIs..
Alternatively, if you make a game without HOF mod, you can use my saveconvert program (found in util programs dir in modding forums) to convert the AIs difficulty level.
After a restless night of reflection, I would like to ask if you'd be willing to post a special mid-challenger difficulty level with AI set to Warlord instead of Settler?
Regarding the wonder times, I dont' think the production values change any in the challenger setting, and I think your statistics confirm that. I suspect they just start them a bit sooner with better developed cities. I don't think there's much of a statisctically significant difference for the wonder times between the classes.
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OK: I edited an all grass challenger test map, putting 150 huts for the AI to explore. Almost half of the huts yielded workers/settlers for the AIs, 2/3 of them being settlers. This alone would account for most of the differences in the religious teching times slowrider found.
So the only major category left to test would be if the Challenger AI gets extra bonuses for maintenance costs, which could be a significant factor. But I'm starting to like this months challenger class
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Edit: Saturday 5:00 pm EST. Well, for better or for worse, I'm going in!!!
Can you take a civ with longbow man with an army made up of maceman/catapults? I find I wait too long to attack and find out that longbowman are with my enemy. What woudl peopel use to attack with a civ with longbowman
I have only played two warlords games so far, but I find that trebs are the antidote to longbows. I bring a mix of trebs with CR promotions and cats with barrage promotions, sac the cats (2 or 3, they are cheap), by which time the longbows are hurting enough that the CR trebs take them out without losses in most cases, and the foot mop up.Use the best units you have to hand
Seriously, cats and maces are fine against longbows, provided you are prepared to sacrifice the first few cats that attack. Heck, on numerous occasions I've taken longbow-defended cities with cats and swords before now. As long as you're willing to lose a fair proportion of your units, it works. Sometimes you don't have a choice, especially if the AI is teching faster than you and therefore will get even more advanced if you wait. In warlords, if you can realistically hang on till you get trebuchets, they'll be able to tackle longbows with smaller, but still significant, losses. CG-promoted longbows are powerful though. Until you get grenadiers (or lots of CRIII promotions) whatever you throw at them will take significant losses.
In warlords, if you can realistically hang on till you get trebuchets, they'll be able to tackle longbows with smaller, but still significant, losses.