I_batman
Emperor
El Justo said:making helis land units is a little risky. plus, they'd have to be categorized as either 'land' or 'sea' which would present a certain amount of problems.
on a side-note: we've noticed that having 'acc production' disabled allows for much shorter turn times which is a very, very good thing.
Actually El Justo, I am wondering if there is a way to make the helo only transportable on a standard transport and a carrier?.
I completely agree no chopper flies across the ocean, so has to be transported.
Also, I want to clarify the speed of the game now.
Yes, I have been playing with acc off, and tweaked a couple of the terrain values , and it has slowed production, which is good.
But I am thinking it is a combination of factors that is speeding up the game.
I have a new laptop I am using that is a P4 1.6 Ghz with 1 GB mem. This baby smokes just by itself. That coupled with less units floating around (due to lower production), and it equates to a max of 3 minute wait times at PEACE.
I played up to Jan, 1970, Emperor, as WP. When I finally moved, I rolled over Turkey and WG in about 4 turns. Scandavia was pushed off the continent in 3 turns. And the only reason was because pretty much every one of these cities had only one mech and a couple infantry in each. So at emperor level, at least, we are making progress on production, but this was way too easy.
Klyden had a good thought in one of his emails between us, about lowering the bonuses each of the key city improvements (factory, oil refinery, nuke plant, chem plant, manufacturing plant) has. I think I will try that as well.
By 1970, I have Moscow at around 165 shields, and that is without a chem plant and manufacturing plant. It will produce a T-62 (at current shield levels) in 5 turns. The lower the shield production each city has, the more flexibility we have to alter shield costs, and the more interesting (more decisions) it will be for the player.
But I am betting it will take quite a few weeks of tweaking and testing to figure out the new production levels and values.
Here is one thought on the various city improvements: I have seen in some games out there that you cannot build an improvement unless a specific resource or luxury is within the working radius of the city. ie. tobacco plantations need tobacco in one of the base scenarios in Conquests.
Now, this would be a pain to do, but how about this: Create 3 new city improvements. They would be coal plants, and steel mills, and aluminum smelters. Each improves production by some amount. But you have to have that resource (iron equates to steel), within the working radius of your city.
Same goes for oil refineries.
Would this not play a lot like your AoI scenario?
Anyway, will fool around with these ideas and email you the biq.
I am guessing, but I would think if we can get it set that a top production city can produce a low end infantry (at 100 sheilds) in 1 turn, we could then have a ton of fun setting values for the rest of the units, new and old.
Guess I have a lot to do for you in next little while.
