Landmonitor
Prince
I guess I could add them myself, never thought of that, I've never modded CIV in any way at all before, but I'll fire up the editor and do that. Would that affect a game in progress?
Pfeffersack said:@ craters
@ effect of patch 1.03
Simply load the 1.02 biq, go to the units rules section and mod the worker strength of all the following units to these values:
Hardy Clan 25
Hardy Asian Clan 25
Cultivator 100
Hardy Cultivator 100
Hardy Pioneer 50
Hardy Asian Pioneer 50
Hardy Colonist 75
Worker 100
Asian Worker 100
Serf 100
Asian Serf 100
Peasant 125
Laborer 150
Engineer 175
Legionary 50
Elephant Rider 100
War Elephant 100
Slave 50
Landmonitor said:I guess I could add them myself, never thought of that, I've never modded CIV in any way at all before, but I'll fire up the editor and do that. Would that affect a game in progress?
Ancyrean said:have made the necessary corrections to my 1.02 version as you suggested and it works just fine now.
Just a question, however: I have Matt_G's excellent RaR game rules and data file and according to the unit list there, Cultivator and War Elephant do not have worker actions. Not remembering right now the exact real game abilities of these units, should I go ahead and enable worker actions for cultivator and add 'build road' and 'clear jungle' ability to War Elephant?
At first thought, enabling worker actions for Cultivator doesn't make sense while other 'non-hardy' units have no such capability.
About the War Elephant, there is a certain logic to making the above quoted changes, as the other elephant unit in the game (Elephant Rider) also has them. But on the other hand, the question is, would this be an overpowering of the War Elephant if you consider that it's already a stronger (knight grade) unit? What do you think?
Jreijiri said:Pfeffersack, its the same for the tea growers, .... plantations and other city imp, to be able to build them u must have a research called "unavailable", there is a lot of stuff that needs this research.
Pfeffersack said:Hmm, a good point on sacrificing (but whats the problem with the Sacrificial Altar, it gets obsolete with Monasticism?).The problem is that the amount of culture you get for units is hardcoded, so especially foreign workers with 20 cp hit.I see no solutions except disabling it for workers (then the problem would be smaller, because you need tons of slaves to do it) or increasing the amount of culture needed for border expansion.If we balance the improvements/wonders with higher culture output, it might work.I will put it on the list.
However, the other side of the problem are the tanks which cut through the weak defenders like nothing...one of the main reasons why the AI gets less and less competitive in the last two ages.
Landmonitor said:Did you guys notice that the Admiral of the Fleet unit can spawn prize ships by bombarding land units to death?