Belofon
Chieftain
One small graphic bug - steam transports don't have ranged attack (because of this units who attack transport do not rotate).
It is indeed from older version of RARR - I've started this game several months ago. No wonder this error was found before.Can it be, that your screenshot is from an older version of RARR?
As for current version, I think that wheeled flag for armored cars seriously limits their effectiveness as a replacement for cavalry (due to this - no fast offensive unit in late IA for maps with lots of mountains/marshes). Deleting this flag seems rather illogical, so what about changing cavalry upgrade path back to air cavalry? IRL cavalry was sometimes used along with armored cars, and it would definitely find some use in case if frontline would be ill-suited for use of vehicles.
Also, I posted a message in the general civ 3 forum about the difficulty level. I was playing a great game on the earth map/Emperor (what a fantastic addition to the mod), but I noticed the AI was losing ground and didn't want to dominate the game excessively.
Then I realized it was just for a short time as a huge world war had started, from which new powers arose. Anyways, it raised a few questions regarding the AI in RARR :
- Is the AI improved or tweaked in RARR, compared to vanilla C3C ? I think I read that somewhere in the thread but can't remember where... Maybe cost factor tweak ?
- As the AI advantage from having extra starting units on Semi-God mode makes the early game really tedious, do you think in-game difficulty change (with C3MT) could be a solution ? (again, by changing cost factor mid-game)
Thanks for your answers !
Sorry, I play on the world map biq.
I play the Indians, it's just called Destroyer WWI. Got them after I learned Unionization.
I think I have the last biq but I'll double check. Thanks for your quick answer anyway!
In fact, there is reason to build early ACs - they are faster than tanks (not sure if later ACs are faster than WW2 tanks) and, as such, they are more useful vs distant/culturaly rich enemy cities with weak (adventurers/MS/rifles/trenchs/infantry/flaks) units in garrison.First, I like the AC's and think they are a great addition to the game. I also totally agree with keeping the wheeled flag.
However, once tanks come around, there is no reason to buy AC's anymore, the cost/benefit is not ... attractive (although I usually have plenty of AC's from upgrades of Calvary). I believe that one of the reasons for this relative lack of attractiveness is that the attack values of 9 and 10 for the early armored car and the standard armored car are a little low. The 9 and 10 values fall between the Horse Calvary, which has an attack of 8 and the later upgrade to Air Calvary gives an attack of 18.
In my opinion, an attack value of something between 10 and 12 for the early armored car and an attack value of between 12 and 14 for the later armored car would be more appropriate values.
BTW, I believe the defense and hit points are right on the money.
Yes, I've heard about that. Basing on my own experience in RAR, though, in early MA the AI usually preffer to build faster horse archers/zealots(teutons, crusaders, etc) rather than stronger heavy horses/MDI/knights/cavaliers...As the ACs have lower attack and defense values compared to tanks, the AI refuses to build ACs (at least in greater numbers)