update ~ 25 June well, this is the first update i've given in quite a while. this is b/c of the testing that we were all doing and i was, for the most part, compiling a master list of all the necessary changes/tweaks. thanks to all of the testers who put in lots of time and effort. as for the changes...many are non-asthetic, some are errors, while others are simply adjustments. among the most visible changes: a significant overhaul to the sea unit stats. now, it's not as if the initial round of stat assignments were way off or anything. they were close. however, Kly came up w/ a neat and dummy-proof method of assigning HP bonuses according to total displacement size of each vessel. iirc, it was 1 HP (not a bonus but a total HP) per 2500 tons of displacement. so, a ship that weighed 5000 tons has 2 total HP (which works out to a -2 HP penalty). these types of ships are torpedo boats and smaller DDs. where this applies the most is to the large capital ships which have significant HP bonuses (some of the late-game German and British BBs have +7 or +8 HP bonuses due to their tremendous size). also considered was the effectiveness of the guns on the 'big boys'. specifically, British shells weren't as effective as German shells (for a time). lastly, the historical accuracies of the armor belt around each ship was considered (re-considered really) and adjusted accordingly. TBs and DDs will now have an emphasis on bombardment instead of Attack strength. by this i mean that most TBs and DDs have a low bombradment # w/ a 2 RoF to simulate torpedo attacks rather than the main guns on these ships. also removed was the 'Detect Invisible' flag on all TBs & DDs. which leads me to the SSs... all SSs have the invisible flag (same as before but now that there's no ship or unit that can 'detect' them, they're extremely potent). adjusted on the subs was the A/D values and the bombardment #s. specifically, the A/D values will be low (real low ~ like 1 or 2 A and 2 D in most cases). however, the bombardment #s have been bumped up anywhere from 5 or 7 up to 20 or 25 for the high-end German ones. iow, they will be invisible and submerged torpedo platforms. AI city razing had been a problematic occurrence for most of us while testing. of course, there's several theories out there that can help to stunt this problem. the first is the addition of pre-placed 'phony wonders' which entices the AI into 'keeping' cities which they've conquered. another method (and one i'd never though of - Savas cafe is the one who should be credited) is adjusting the city military resistance ratios in the editor. there are a few other methods, too, like making sure there's a resource under the 'problematic' cities. it seems the AI is often more inclined to 'keep' a city if there's a good resource under it. lastly, recon1591 was kind enough to note that removing the pillage flag from various units helps alot w/ keeping razing to a minimum. now - the issue before was that i had a devil of a time adding in more wonders and buildings into the editor w/out the game crashing. well, Savas cafe achieved quite a break trhough by being able to add in more of them w/out it crashing. when i say 'more' i mean like 140 more! yes! this is a phenomenal development as it will allow for us to place 'phony wonders' (PW) at will. as a matter of fact, some testers kept lists of which cities where getting razed during testing and we pooled our results together and came up w/ the list and Savas cafe created all of the PWs and i've just recently placed them all on the updated biq. another side product of this great breakthrough is the fact that we can adjust some of these PW's into certain naval autoproducers which could crank out smaller sea units like DDs, SSs, and some CAs and CLs maybe. you see - the AI has this thing of building the 'best buy' sea unit which is generally the larger capital ships like the BBs and BCs. so this'll help to curb the heavy balance of the capital ships and will serve to 'diversify' both AI fleets and human controlled ones. one of the final things to do was to curb the problem of pollution on tiles which aren't able to be passed (ie mountain tiles). it was becoming a problem when pollution would crop up on these tiles and no unit was able to clean it up. as a result, i changed the 'Volcano' tile gfx to the mountain gfx and plugged these impassablae tiles in for gameplay reasons (ie to block trade routes and resources from getting to 'unwanted' locations). i did this last night and it appears to be working... outside of this, all seems to be right on track. turn times are ridiculously fast. much faster than TCW turns which is rather impressive. and this is on a bunk PC like the one i have. so this is great news. a few adjustments were made to enhance the AI into better methods of shipping her 'raw materials' back home. it looks like we've achieved a 15% improvement in this area (according to Savas cafe's numbers). naval battles were all very active as the AI did indeed build a good amount of sea units in all of our tests. so this is also great news as the whole premise of the mod is to be a superior naval scenario. i may add a unit or 2 into the unit lines of certain civs. upon closer inspection, we have determined that there could be some added into the mix. nothing drastic though. the music files are finished also. it's not nearly as comprehensive as i'd like but it should be ok. i mean, i can always revisit it if i ever had the ballz to trouble-shoot it. what i had originally envisioned was a folder for each era. this way, each song would be 'time specific'. few may realize it but there will be lots of SOE units in AoI v3.0. mostly sea units but some others mixed in as well like infantry and arty pieces. they all look marvelous in-game, too. i had wanted to see how Ares de Borg's w-i-p terrain looks but i'll have to wait until he finishes it up. a final note: this revision is by far the most extensive civ project that i've ever done. it makes TCW development look like grade shcool in comparison. that's no knock on my beloved TCW mind you. instead, it is the product of working on the AoI refit since last November! i think that's it for now...i hope to post more info as time permits.