Lazy Knight
Chieftain
I really missed the avatar, it's about time...
Sorry for lack of content
Sorry for lack of content

I really missed the avatar, it's about time...
Sorry for lack of content![]()
V3: I get crashes when i try to load an autosave. The error message makes it pretty clear that it relates to file relating to v 3.0.3 of a mod. Since yours is the only mod i am using, i think the problem lies there
For the turns i did play, i gotta say the combat is a lot different, flanking required to take out barb camps in rough terrain.
V3: I get crashes when i try to load an autosave. The error message makes it pretty clear that it relates to file relating to v 3.0.3 of a mod. Since yours is the only mod i am using, i think the problem lies there
For the turns i did play, i gotta say the combat is a lot different, flanking required to take out barb camps in rough terrain.
I played about a hundred turns, and I am quite impressed. I was actually excited about seeing resources again, and genuinely wary about spamming settlers. For the first time, I didn't quickly rush to the Liberty SP.
Just some minor issues - the Calendar and Mining tech show multiple instances of "Able to build (building)" in the Tech Tree sidebar. I assume this is a bug?
Also, is it normal to have only one copy of a strategic resource in each tile?
Hey, looked at some of your version 3 changes. Have you playtested this a lot? I used to have a lot of your ideas for combat in earlier versions of MM, but they didn't work out in the long run.
Primarily: city hp at 50, 5 healing, and combat buffs is way too high. I can see it needing to be hgiher with a 20 hp unit system, but there needs to be some incentive to warfare. At 12 unit hp and 35 city hp (with nothing else even) war is actually not very profitable in my own mod. Garrison adding full strength would just make the game too easy for the player (half strength maybe is good).
lucky bumI asked for luddite's help but he said he was done with civ 5. Guess the patch changed his mind?
One definite issue was with the unit upgrades. With stronger cities and units, it takes a more sizable force to engage in serious warfare. This in itself is quite fun, and made taking cities more in lines of the difficulty I thought it ought to be. HOWEVER, I was also far far more hesitant to create this massive army because I knew my window for using it was small before I had an obsolete force. The primary reason is that obsolete units provided really 2 options for me: city state gifts and cannon fodder. Neither of which is particularly appealing given the cost.
What I would prefer if you really wish to continue on the no upgrade path is some option to at least "retire" a unit. Perhaps let it upgrade into a worker? Not only would it make better use of the mechanic idea you have, but it would indeed play well into the realism of the game, as retired warriors would return to the fields.
Otherwise, I am enjoying the direction the mod is heading! I would be extremely pleased if you could incorporate some of the more wonderful UI/info mods into yours as well. Primarily, Growth Notification, City/DiploWillard, and InfoAddict. I will continue the playtesting at both higher and lower levels and report back on anything I find noteworthy. I would even lend a hand if the SDK was not totally broken on my machine (alas for awkward errors).
Cheers
Inevitably obsolete units make it so much more tempting to suicide them against enemies rather than try to preserve them. It feels as though combat is more strongly a numbers game. That is not to say that there is no tactical value, but success seems more assured if I bring an overwhelmingly massive force, as opposed to a smaller, more well-trained squad.
Also, would having only limited copies of strategic resources in a tile hamper certain civilizations with UUs that need to rely on them? It feels weird that, as Rome, I have to rely on a lone Legion unit and lots of Spearmen. The high cost of Settlers now also means that it becomes a lot harder to capture other copies of strategic resources elsewhere.
As far as upgrading, goes, couldn't you just make it more expensive alpaca? That's what I've done. Assuming you removed upgrading to get rid of build warrior>upgrade for ridiculous jump.