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Stuff that seems totally broken

Meatbomb

Chieftain
Joined
Mar 3, 2002
Messages
91
The mod looks promising, but I have yet to get to a satisfying mid game after quite a few hours and more than one ragequit.

1. Coastal barbarians make any settlement on coasts a lost cause. The idea of having raiders spawn onboard ships sounds cool in principle, in practice you need a huge fleet even in early bronze age and even then you are struggling. Totally sucks trying to bat away these cockroaches of the sea who seem to spawn in infinite waves...

2. Do not see this "claim territory" feature. Any chance anyone could spell it out a little better than the documentation? Have never seen a combat unit have this option during wartime, on a variety of different civics (both "fixed" and "unfixed" border styles).

3. Have never seen forts claim territory.

Playing with the newest non-beta. Would love to give it another try if only I could get past these two dealbreaking problems.
 
RAND is a difficult mod if you're used to the vanilla style play.

1. Defend your coastal cities better, it's that simple... PLaying with the latest beta I've won a pretty much easy diplomatic victory on Monarch (continents map) and very few barbarians attacked. I've had some triremes to defend the coasts and of course at least 2 archers in walled cities. You have only to play a bit more cautious that's it.

2. I had this option enabled on military units although it didn't do much for me. The claimed tile was unclaimed after the 1-2 turns, if the unit would move away. I'm thinking this feature is to block culture access to a tile using force.

You can enjoy the game easily if you disable barbarians (if they're too much) and you ignore the claim territory feature.
 
Hi Mike, thanks for the response.

I come here from a long line of mods: rev - rom - and now RAND (along with many others)... so it isn't that it is just beyond me :)

I generally play emperor these days, so maybe time to turn it down a notch as I get used to it. And for the first time in ages I'll turn off raging barbarians and see how that goes.
 
RAND is a difficult mod if you're used to the vanilla style play.

1. Defend your coastal cities better, it's that simple... PLaying with the latest beta I've won a pretty much easy diplomatic victory on Monarch (continents map) and very few barbarians attacked. I've had some triremes to defend the coasts and of course at least 2 archers in walled cities. You have only to play a bit more cautious that's it.



No, it's not that simple. I haven't played the latest beta, but as of 1.75 build I had played in, this issue is a legitimate one.

And yes, I do play with at least 2 archers in walled cities. Doesn't matter a damn when barbarians start spawning 2 light swordsmen when you're 8 turns away from researching Iron Working and you don't even have copper anywhere near you.


And it isn't just a matter of barbarians coming by suddenly and you beating them off; they come CONSTANTLY, nearly every other turn. I'd say there was a 60% chance of one barbarian galley having ANOTHER fully loaded one just 1-2 turns behind it heading for my coasts.
 
Yeah, I have finally got a game where I wasn't completely flooded by barbs. Raging barbs off, had a couple civs packed in close, and built the Great Wall.

Wish I took a screenshot of this: once I had caravels, and found a still barb island, and it was cockroaches galore.... every coastal hex had 2 galleys in it, this small barb island had more naval power than all the advanced civs in the world combined.
 
I dare to agree on the barb ship thing, even if you defend your citys, they keep pillaging everything.
I dont realy mind barbs invading via the sea but there are just way to many of them, especaly on island based maps near the south or north pole, since there are no other civs that fogbust around you they come in in masses, a lot more than any civ near the centre of the map has to deal with, and you are usualy stuck on something tundraish, makeing the game almost unwinable as the other civs get to spend a lot more resurces on buildings/improvements/techs and have a better start in general.
 
Weird, my previous game was an archipelago one, and I didn't have any real problem with barbarians...

The OP was playing with Raging Barbs on Emperor difficulty, and judging by his response later, turning off Raging Barbs solved his problem. That is why it is an option, especially for players looking for a challenge.
 
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