Originally posted by Meisier
Someone (possibly on the none PTW thread, I'm not going to look it up) said that they thought the Bezerker had been placed in the wrong spot, should come with feudalism and replace the Medieval infantry for the Scandinavians. I don't understand why you thought this unconservative, except if you take into account the 6-7 edit changes necessary to get this to work. As I recall you didn't really offer an explanation
I don't see how this change affects the Flavor of PTW in the least
I just tought that since Firaxis designed Bezerk to be Longbow replacement, to leave it as it is.
(which does not mean tht moving it to Feudalism is bad)
Originally posted by Meisier
My ship idea (which someone else may very well have had before me
) Has this effect. Late Sailing ships and Ironclads lose one movement point. Galleys lose one movement in Ocean and Sea, and caravels one movement in oceans (two if they get a bonus movement from something). Granted, it takes about 30-50 edits to get this mod into place
but the above is all the user sees!! How does this change the flavor of the origninal CIV III?
Its totaly new concept not seen in Civ1, Civ2, CtP, nor even Civ3.
It's not bad at all, but I try to keep as close to original.
(and newbeis can be confused if don't read the readme carefully)
Originally posted by Meisier
For the last example lets take a look at your mod of having everything from ancient and medieval times with the exception of knights and Calvary upgrade to rifleman. A very easy mod to put into place
but what does it do to the game flow? How is/could the AI be affected? (I did not implement this mod in my own take
) I don't think I really need to explain
let me know if I do.
This all started before PtW, when in modern times you could built Bow and Sword units. So I though it needed to be fixed.
Eventualy it did get fixed in PtW by adding Geurrila, but I tired to stay to concept from non-PtW version. AI uses them well, since they have both Offense and Defense flag, plus boosted offense to 5.
Originally posted by Meisier
On the other hand, maybe I'm wrong
In which case I would appreciate it if you would explain why a idea is not conservative enough for you. If we are posting on this string its because we are interested a conservative mod, and we think our ideas are conservative. Because of that, just stating that an idea is not conservative is almost the same as just saying that it totaly sucks, which I don't think you are trying to say, but is certaintly what can come across.
No, your mods don't suck at all.
Also, personnaly, I do have some non conservative tweaks, like lethal bombard for fighters and jets, or moving Ironclads and Space Parts later it the game, but I just fealt that these tweaks were too much essential to be ignored (balance of aircrafts, balance of ironclads vs frigates, more fun modern age).
Anyway, I see this mod as development platform used to make cusom MODs, more suited to different types of players.
(there are several such MODs that can be found in MOD forums, plus AU mod at Apolyton strategy forum)