SCENARIO: Age of Imperialism; 1895-1924, Deluxe Version

It is in the sounds folder, builds and at the bottom. Mine only has 5 in list, but 39 songs do exist. I never have music on in any games, so ....
 
I've started playing this again, and i'm not sure what to do with home guards, and whether i should build them or not. I'm playing as Japan and i have a home guard and a Japanese infantry in every city on the island, and i have 2 Japanese infantry in all of the smaller islands and in Korea. Where should i build them?
 
I think they played an SG using Japan recently. You could look at what they did to get some ideas.
 
We didn't build home guards very much if at all when i was playing. Stick to infantry the home guard is the draft unit. The only time i've ever used them is in emergency situations where i needed a defender in a pinch
 
Well, one thing you can do with Home Guards is use them to block that second tile on the little islands, which means you can only be attacked my marines. The AI is good at bombarding with their ships, but not so good at bringing naval infantry along. ;)

Also in a large city(50+) or in a trench on a hill, they can sometimes win fights against infantry, just don't count on it. I usually don't build any except for the previously mentioned Island garrisons.

Vuldacon,Tom2050: Thanks, I figured it out. edited the play list and now Rule Britannia is working again. There were a couple others I had to edit back in too, I'm not sure why they are in the build folder but not on the list.
 
Okay, I'll take a look at the game and will probably use them to block the two little islands, thanks guys.
 
The background music doesn't play in the order that it is in a Windows directory. If there is a text/Music.txt file, then the music will play in the order placed in this file. The max number of songs in this file is around 40 IIRC. More than this, and they won't loop back to the first song once the last song is finished.

Is there any other way to edit the music files so that you can add different files for different eras? Because the way it's done in AoI doesn't allow for separate eras.
 
I don't know if you guys are going to do another update or not, but I'd just like to mention that adding blitz to the arty works! I played around with it and the AI builds much more arty and I've even seen them use it offensively (small scale but still). They don't seem to be fielding stacks like a player will but it's a start.
 
The only problem I would have with that Teh Hobo is the fact that a human player with blitz on their artillery is going to whomp on the AI even easier. I already have way more artillery then the AI, and watching the hordes of BBs sail blissfully by my little fleets because they are escorting transports is hilarious yet sad. If they wanted to they could blow me right out of the water, but usually they don't do that. :p
 
If you want AI to use regular Artillery in offensive fashion, you can setup 0 A 0 D Artillery that each nation is supposed to start with (but make them barbarians). AI's will capture this artillery and use it offensively (like they are supposed to; with land escorts and attacking cities, ships, and units in the open) for the rest of the game, until it gets destroyed.

Better yet, let all nations capture all these specific artillery units, so that way you have active AI artillery throughout the whole game.

I haven't specifically tested this in a scenario, but works just as I mentioned in regular epic games, and is quite a sight. Almost scary fun when an unexpected stack of 10 defenders, 10 artillery pieces, and 10 offensive units come bouncing towards a border city and blast the hello out of your city defenders.

Plus, even testing it should be relatively easy to do. No worries about the artillery falling into the wrong hands at the beginning of the game, since AI goes nuts after barbs, so each the barb arty within each nations borders at the start will be appropriately captured immediately on 1st turn.

* AI seems to use a different set of rules for captured barb artillery than artillery it builds or captures from other civs that built it. But it would have to be tested, because the only difference is that in a scenario the barb artillery would be pre-placed instead of (like in CoMM3) produced by barb huts. Doesn't seem like much of a difference, but we all know how Firaxis likes to program things. ;)
 
By one civ who gets RoPs with all the other ones, easily becoming the second-most dominant power, after the human player.
 
Why? Wouldn't the artillery be captured on the first turn? Worst case scenario, you block them off with units near a coastal square. I don't see it being much of a problem, except asthetically.

Also, maybe colonial workers could be unbuildable, but autoproduced with a few preplaced. The amount of infrastructure in colonies even mid-game is staggering, and might be better off slightly nerfed.
 
In the beginning of the game, most nations would not be able to traverse the world by rail to capture every artillery piece. Rails don't go everywhere, so there is enough space to easily fit these pieces in that are safe. And simple changes could be made to ensure they are safe from other nations.

Of course, I have no idea what the OOB is for artillery at the start of 1895, but I setup a test game and am going to test to see what happens. But since there's not alot of pre-placed artillery on the map anyways from start AFAIK, it wouldn't be that major of a change anyways. If it works, then I'll leave it up to El Justo; I'll report my findings. Asthetics I don't think would be that bad, each unit would have it's own name according to an OOB, and only for first turn would they be a barbarian name (of choice).

For one instance, Gibraltar could be made to be a real awesome city to control (for everybody); because with AI using 'whatever artillery piece is there' against ships in an active and unrelentless manner, it would make a big difference in gameplay since enemies can't just 'float through untouched'. Although Gibraltars guns weren't there until 1902.
 
here's a neat link for all my peeps:

Last Surviving WWI Vet Turns 110

That's really cheered me up. Good to see some good news now and again (IRELAND BEAT ENGLAND IN THE CRICKET WORLD CUP YESTERDAY: SUCK IT UP, ICC!!!!!!!)

and the secret to longievity is to 'just keep breathing' ...whodathunk?
 
El J In theory, if another country takes like the askari or Forigen Legion HQ or something, would they also use those special troops? (well, continue?) so, if they did, couldnt you make those special barracks (the colony ones) useable by all nations to represent that? but, like always its all up to you...:) just another thing to think about...
 
I've started playing this again, and i'm not sure what to do with home guards, and whether i should build them or not. I'm playing as Japan and i have a home guard and a Japanese infantry in every city on the island, and i have 2 Japanese infantry in all of the smaller islands and in Korea. Where should i build them?

I usually use them as a cheap substitute for better troops. Every city on my borders or on the coast gets 1 infantry, 1 MG and 1-2 home guards (more if I am at war with a neighbor) The AI often fails to kill home guards in 50+ cities and they are dirt cheap (and can be drafted). They can also be very cheap worker cover. For some reason the AI likes to do deep penetration raids with half their army against lone workers... but if you put a measly home guard fortified over them they totally ignore it...:lol:
 
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