RFC Classical World

like this:

to use airlift (simulating shipping armies from port to port) you need to be in a city with a harbor and the target tile must be a coastal city not more than 15 tiles away and on the same body of water.

to use paradrop (simulating beach landings) you to have the ability (I was going to limit it to infantry, ho horses or siege), be in a city with a harbor, and target a coastal tile not more than 7 tiles away.

all I changed was the code allowing the mission to be performed and it all worked. the missions were available and not available when I wanted them to be, but I haven't seen the AI use them, even when doing so would save a city.

my test was me as the Seleucids threatening Tyre with no defenders and Antigonid units in Tarsos which could have used either ability to reach Tyre but did not.
 
What is the reason that Dhow is more expensive than Galley, and yet Galley has 4 cargo spaces, while Dhow has 2, and both are available?

This Dhow/Galley problem was there before, and I suggest to solve it once and for all. You can make them equal in hummers and cargo space. Then all the "Eastern" civs should be able to build Dhows only, while "Western" ones Galleys only!
 
Why Spearmen can't be upgraded to Heavy Spearmen? You need some stronger units, so if you can't upgrade them, it's a bit unlogical... You may also move the Swordsmen a bit, so they start some years before, because when you build some Swordsmen, then in 20-30 turns they are not loner aivalable...
 
Spearmen are the levy infantry and militias, whereas heavy spearmen are trained soldiers. Both are meant to coexist at the same time, hence one cannot upgrade to another.

The Swordsmen/heavy infantry thing is something that some of us have been trying to work out, either by changing the techs or the units.

Also I agree that the naval tree is rather messy. I remember talking about it a long while ago, but I imagine it's pretty low on the list of priorities.

@srpt: does the AI even make use of airlift and paradrop in vanilla BtS? It's been so long since I've played a vanilla game...
 
the dhow is now a later ship. comes with navigation, 8 moves, ignores extra movement cost of sea terrain, carries 4. balangay replaces the dhow for the srivijaya, but that may change, baghlah is out.

hopefully tonight I will get to adding some indy cities, fixing the Ballaeric islands, getting the Hun and Avar spawns in better shape and adding some Arab conquerors.
 
Hi,

i just checked and it seems that it is impossible to build the historical silk route directly south of the Taklamakan desert (Tarim basin). As I noticed you can not pass into the desert east of Khotan. (on the other hand you can cross the Pamir mountains and build roads on icy glaciers crossing into Tibet, but still totally bypassing Khotan)

Is that intended?

(It is possible to build the road north of the Taklamakan desert, but I had sent my construction team south so that was a surprise)

In my humble opinion Khotan was actually an important stop on the silk route, wasn't it?

Apart from the south the Tarim basin is beautifully designed. I also love that some desert tiles can be entered and other can't. But I would think it more logical if you could not enter and build on ice glaciers in the Pamir mountains but cross the desert on the south route to connect to China. (maybe in general glaciers should be impassable so it would be only possible to enter Tibet from the east or some spots in the north.)
 
Hi,

Mauryan start:
actually the Buddhist state religions disappears after only one round. Meaning you start with a Buddhist state religion, then next turn it is gone (along with all positive effects, e.g. happiness in cities) and your piety will start to go down rapidly.
 
Chalukyas might need a nice UP to reach their cultural goals. +2 :culture: per specialists? Together with Castes can be a strong combination...
 
sorry for the long absence. I'm trying to fix a ctd I'm getting in the 220AD scenario. is anyone else getting it? for me it happens when opening WB or loading the Sassanids.
 
I don't think Gokturks UP works at all! Plus it is very hard to play them -- almost no production, no money, but very ambitious goals!
 
there were yet again missing commas in the city name manager blocking the Gokturk UP. also, it is only supposed to work in the 3 steppe provinces. the text has been amended to reflect this.

the Gokturks are supposed to be hard. any steppe cities are bound to be useless without the UP, that's the point, but I'm happy to balance them further if they're really impossible.

edit: I think I got rid of the crash. I will commit a new version tonight with the following:

south edge of Tarim roadable

Tigranes Chalukyan UP idea

fixed Mauryan UP
 
From a Bactrian game

Sakas are way too OP

they managed to destroy the parthians 2 turns after they spawned and they seem to have a Roman-like ability that spawn troops near your cities when they declare war to you :/

good news is that I can now achieve 2 first goals ^_^
 
revision 61 is up with the changes mentioned above

the Chalukyan UP is +1 culture/specialist for now. it doesn't appear in the tooltip yet

new regular download will also be up in an hour or so

edit: its up now
 
From a Bactrian game

Sakas are way too OP

they managed to destroy the parthians 2 turns after they spawned and they seem to have a Roman-like ability that spawn troops near your cities when they declare war to you :/

good news is that I can now achieve 2 first goals ^_^
Did a bactrian game too, Emperor difficulty.

I like the way they spawn near your towns in 2 different waves : one in Arachosia, and the other in N-E India a few turns later. I struggle but win the first one, but the second one is very hard. Keep it like this !

And I think that the barbarians in the 2nd century in Bactria, Margiana and Sogdiana and are not enough. The Sakas were supposed to conquer Bactria before go in India. As Bactrians, it would be a nice experience to be forced to lose some west Indu Kush cities and focus on India for gold.

By the way, I also like the second settler from the bactrian start. :) We can settle in Ferghana or a second town in Bactria.

[edit] I don't know if this is intended, but when Sakas (or another ennemy?) takes Baktra, we lose the game even if we have some cities left. Maybe because I lose the core ?
Idea : switch core from Margiana/Bactria to Bactria/Gandhara (Indo-Greeks) around 100BC.
 
Could you add some resources to central Germany? That part is kind of poor right now, especially once you factor in all the forest and dense forest.
 
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