T-Brd,
I have yet to play with any of your Combat mod options. But I have been playing with the plethora of Promotions for awhile. The recent new game I started for C2C is still at stone throwers and wanderers and they are different, weaker (how can a str 1 unit be weaker than str 1???).
Plus I'm asking these questions because I see this taking the same course that Hydro's Crime introduction did. So I'm cautious and skeptical. Remember I asked Hydro if Crime would take over the mod. I was told no it wouldn't. And as everyone knows it did take over the mod.
I'm happy you made it an Option, that was very fair. Just don't presume that everyone will use it. And don't get your feeling hurt if they don't or won't. Crime, Disease, Flamm, etc. was never given to the players as an Option. It was "here it is adapt".
I hope it works well for all the effort you've put into it. But....I'm not gonna jump in just yet. Just Like REV and City Limits some things I just don't like and don't want as long as I have an option not to use it. A matter of choice. Who knows down the road I may change my mind and find I like it.
JosEPh
Are you playing with Size Matters off and finding your units are coming out with less than 1 str? That would be a bug I would need to resolve immediately.
I also found that there was a bug that may have been making games that aren't utilizing Fight or Flight still show units as pursuing - that is also not correct and I should've resolved that now - commit pending a few minutes away here.
I
might be a
little offended if longtime players wouldn't TRY the options (mostly because you cannot possibly imagine the amount of effort that's gone into this!) but not offended if it doesn't suit their style.
Admittedly, these options play out best when the game is set on slower settings and they are designed to make those slower games much more interesting rather than just a bunch of red-button pushes.
I know
you like quick games so that doesn't leave much room for warfare which tells me you'd prefer a game that isn't quite as thoroughly involved in war as I do. I see Civ as a global war game above all other ways to view it. I know not all see it that way and some prefer the more civil side of it. To me, the civil side is all the difficulty that's presented on the path to conquest. I enjoy that too as a result... but it's not what I feel is the heart of the game.
The 'heart' to me, is the question the game really poses us - a very real question that's well modeled here: "How do you unify the human race to a point where we are no longer threatened by one another? How can you truly assure the safety of your people?" And to me, this game shows us very clearly that there is only one answer to this question - eliminate all who would oppose.

Mind... I'd like to introduce the concept of the societal decay that takes place for a civilization that hasn't been threatened in a long time too... showing that there IS no perfect answer to that question! And of course, usually the industrial race to be superior will undo us if actual war doesn't, by means of tearing the planet apart with pollution and its consequences. Perhaps if we knew what we were truly striving for as a species we might be able to find it.
Anyhow, if you feel things are bleeding over then there very well could be a bug in the mechanism so by all means report and inquire to see if it's by design or mistake if nothing else. I need people testing the non-optional side of the game as much as the optional ones.
Also, take note that the realistic city siege project isn't really a core combat mod as I define it but rather a team project - thus I did not optionalize it. It's a tough one to optionalize at that since it makes a lot of buildings take on additional meaning and value and with it's conditional removal some of those buildings should probably just be outright disabled. But you may notice that I've cordoned off city repel values that arose from that project because I will have that isolated into one of the upcoming options instead. I didn't feel it had a proper counterbalance effect otherwise.
Anyhow... I've been through the ringer with a lot of negative feedback from folks who haven't been able to see the vision I project - understandable but my point is that I've learned I don't want to
impose that vision on anyone who doesn't want it - much more inviting if I option it off and let them eventually choose to see what it really amounts to without their 'imagination' of what it will provide as a game experience corrupting the reality of what it actually does.
You brought all this up with a discussion about my priorities... my ultimate priority is to make those experiences of my visions implemented into game form positive for those who choose to play them. I put too much effort into it to let it be a huge mess and a bad game experience for the players. At the same time I ALSO care about the core - which means I spread myself very thin and am constantly asking for more time to achieve all the goals presented.
I should be able to get around to working on the hover info panels tomorrow or just after. And the latter part of the weekend should be free to work on that too.