techumseh
Deity
Insult to injury! I don't have a beard or a flannel shirt. Btw, the '80s will only be remembered for really bad fashion and even worse music.
Perhaps this can be solved for AI controlled civs with events, but that will likely be somewhat complex.
What was the reasoning behind allowing the European power to wage war against the Pro-West nation? It seems counterintuitive and non-historical.
-This is the international dateline at work. Prof. Garfield posted a fix here or in the development thread that I haven't gotten around to changing yet. I can't remember the specifics off hand but I think the game thinks the map is flat even though it is round. It should be an easy fix for the next release.Why is it more expensive, when I make a military purchase to transport said equipment to Montreal, Toronto or Tokyo, for example, than it is to Tirana or Pyongyang? Shouldn’t it be the reverse? What was the logic behind this?
-It's an attack sub. The subs in general are of... shall we say... marginal use in the SP game. In the MP game, the SSBN's are quite deadly and you'll want to keep faster, SSK's on hand that can chase them down under water and destroy them.Perhaps I’m still too early in the game, but what is the purpose of the SSK submarines? Do they turn into ballistic missile subs once I’ve discovered the SLBM tech?
-Sure.Consider adding a HELP tab like in OTR or Napoleon to easily access a unit’s stats
-I'll have to remind myself what you two did but having some sort of diplomatic screen has been asked for often by you and Tech and I'll accommodate it somehow. I don't know why I can't get everyone to just have an embassy - I'm wondering if the diplomacy model is preventing it (does setting different diplomatic states wipe the embassy?)Consider adding a DIPLOMATIC screen, like in Napoleon, that allows you to see your relations with the different powers (we used the F3 key in the situation)
-Flat rate works, historical production figures is kind of thrown out considering the human isn't producing according to history. If the Allies never built a B-17, would the Germans have built so many Fw190s?I think producing a flat rate of aircraft for the AI powers, based on historical production figures, would be much more appropriate and realistic. Of course, it would be useful to know which aircraft the AI produced for which power during any given game to be able to establish that rate. If you are interested, I could create my usual scenario casualties excel sheet once I completed this game which could give you a base line to work with.
-Awesome, thank you!In case you are interested, I attached an updated describe.txt file that allows all the units to display correctly in the game Civilopedia.
-I don't think most of them will do them much good, but this isn't an issue I've really thought about until now. There aren't many technologies that are giftable in the game to start.Is there any reason for the U.S. not to grant free technologies to its pro-West proxy through the Gifting Policy feature every chance it can?
Perhaps my only caveat is that it might still be a little too inexpensive for the Pro-Western power to purchase military equipment. Case in point, even at a cost of $800/$1000/$1000 per unit respectively, I still have managed to buy approximately 26 F4U Corsairs, 28 Early Jets and 27 M-26 Perhings within 28 turns.
I noticed you also appear to have successfully implemented the ToTPP Attack per Turn limit feature. As we may recall, it had a bug in version 0.13. So far it seems to work perfectly, which should be great news for any future scenario that wishes to use it. Did you encounter any issues during your own testing?
Of these, I much prefer the second. It's true that the US did not support the colonial empires of the European powers, and wanted to displace them with their own "independent" neo-colonial regimes. But they did support them when communism was the alternative, eg. French Indochina. I'm not aware of any instances when the US supported direct intervention against European colonies battling independence movements. Once independence was achieved, it was another matter.
I’m not sure why the European powers are at war with the Pro-West nations but as a consequence, I lost Tirana and then Athens because the former kept attacking and destroying all the military equipment I purchased and sent to Tirana thereby allowing the Soviets and Pro-East powers to easily overrun the nation thereafter.
What was the reasoning behind allowing the European power to wage war against the Pro-West nation? It seems counterintuitive and non-historical.
I was also suddenly attacked by China, with units I had just gifted them. I'm not clear at all how the relationship between the Soviets and the Chinese changes. The chance to break that alliance did not present itself in either my Soviet MP or my Chinese SP game, though perhaps it was to early in both games. Still, it might be something for the Diplomatic screen if you go that way.
I did buy some, but found it much easier and cheaper to have the Soviets move one or more stacks of units to the desired location and just gift them.
Even though I was at war with the US in both games, there was no nuclear involvement. I see that researching "Hydrogen Bomb" allows a nuke to be generated by a key stroke with a strategic bomber unit. How is this handled for AI civs?
I've started another Soviet game, just SP this time. I think having direct control over your proxy is pretty unrealistic. As you've mentioned, Pro-west does not mean American puppet. I think the same was true of the various national liberation movements of the Pro-east. It's more challenging to try to manage a proxy that has it's own mind.
Some of your feedback is concerning to me because it shouldn't be possible and in fact when I test on my own games, it isn't possible. I know there was a flurry of updates earlier and I'm not sure you have all of them?
Unless this is fairly late game this shouldn't happen - how soon did this occur?
You shouldn't be able to do this. You should only be able to gift units that are in cities with certain improvements. Are you telling me that you can gift a unit that is anywhere on the map, and it works?
This is certainly an option but I am interested to see if you find it a fun one - I think it could be, but probably not in a MP game where everyone else has "something to do" and the US and Soviets have to rely on the AI for most everything.
I found the costs for the Pro-east to purchase Soviet equipment to be fairly high.
You shouldn't be able to do this. You should only be able to gift units that are in cities with certain improvements. Are you telling me that you can gift a unit that is anywhere on the map, and it works?
Yes it does. You mean I'm not allowed? Damn, back to the drawing board! Btw. how do you gift a unit that's in your own city? How do you get it to the receiving civ's territory?
canGiveUnitFn
canGiveTileFn
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Why is it more expensive, when I make a military purchase to transport said equipment to Montreal, Toronto or Tokyo, for example, than it is to Tirana or Pyongyang? Shouldn’t it be the reverse? What was the logic behind this?
-This is the international dateline at work. Prof. Garfield posted a fix here or in the development thread that I haven't gotten around to changing yet. I can't remember the specifics off hand but I think the game thinks the map is flat even though it is round. It should be an easy fix for the next release.
cityCanReceivePurchasedUni
Re: selling units. The dialog box allows you to increase the cost of a unit, but not lower it.
There are two 'gifting' mechanisms for units, here. One is to gift a single unit on a tile. This must be done in a city with certain improvements, and immediately transports the unit to a destination city for a cost. This can also be used to deploy units within your own empire.
The other is to 'surrender' all units (and the city, if there) on a tile. This is 'free', but the units stay where they are.
I don't think the international date line applies to this question. Tootall_2012 is asking about purchasing units, not gifting/transporting them. For purchasing units, the sample cost I provided was free transportation if the city has a certain improvement (international port), and 500 if the city has the can build coastal flag (the idea being that you can unload tanks onto a beach if you really have to, but it will be more expensive than unloading them in a proper port). This can be changed in thefunction in weaponSales.lua, and it probably should be, since it currently means that any inland city next to a lake can also receive the purchases.Code:cityCanReceivePurchasedUni