Alsark
Noble
Hm... not even sure what an integrity check is. I'll begin the download, but won't have time to play/test for awhile.
Hm... not even sure what an integrity check is. I'll begin the download, but won't have time to play/test for awhile.
Roland: I agree with most of your findings on promos. Promotions is one of the few things that I would like to see reworked. The guerilla and woodsman lines do seem kinda wacky. But as you say the guerilla line does seem a tad more powerful. The AI loves hills.
However the woodsman line is extremely specialized. As you state woodsman3 units is going to overpower a unit approaching in forest, but thats just the thing. Your unit needs to waste 3 promos to do it. While the AI will get the +50% naturally and furthermore the whole stack gets it for free. You also cant have cities in forests so that cuts like 75% of its usefulness. Maybe if the AI could learn how to better promote its units that would be a bigger help.
I think this is a non-issue in practical play terms. Getting a unit up to wood / guerilla III means missing other valuable promos, and it is an extremely situational case. Sure, you can get one or two units that can totally smoke the enemy on hill or woods... and that are completely weak and helpless elsewhere.
The AI really likes to build cities on hills and these are normally hard to capture. But with the guerilla line of promotions you'll get a bonus of:
guerilla I: +20% bonus to attack
guerilla II: +50% bonus to attack
guerilla III: +90% bonus to attack, 50% chance to retreat.
Not every AI city is on a hill, but many will have hills on the approach path to the city and then the defence bonus will be 20%/50%/90% on top of the hill defence bonus (25%) and you'll have the ability to slaughter enemy units which happen to be on hills and move back into the stack thanks to double movement on hill terrain once you have guerilla II.
All in all, I don't see why this is situational.
Note that these promotions have been changed from the normal BTS promotions.
Actually, the more this gets talked about the less of a problem I see. I do agree that may be there could be some fixes to some of these promotions but Im starting to think that the way firaxis has them is atleast somewhat balanced.
Even at 90% attack on hills with guerilla3, the defender can just as easily have city defense 3 and then since were talking about hills, +25% for that and then +25%for fortified. So the defender can just as easily out defend by 35%. On top of that the defender will naturally heal faster, atleast providing a small counter to any enemies that succesfully withdrew.
I see less of a problem with multiplayer. Since the human player promotes much better than an AI opponent. However I would like to see some of the less used promotions pumped up (provided enough testing were put into them).
I cant ever recall overpowering anybody with either promotion. I use them quite frequently but they always take a back seat to city raider for me. The 15% extra attack that guerilla3 has over CR3 is there because it is more situatoinal than CR. And that 15% is almost nothing considering the defender has fortify bonus and faster heal and quicker reinforcements.
I would like to discuss other balance issues in this thread if and when it is appreciated. For the most part, this mod is very well balanced, but there's always something to discuss. There are also many balance discussions in regular BTS. This doesn't mean that I want to enforce my opinion on others. Just an attempt to achieve the best balance that we can agree upon.
Anything that you come up with that would better balance the mod is most likely welcome. You have made very good points, and bothe the Brave and now promotions have been tweaked down by phungus. I just like all discussions to have views from both sides of the fence. (too bad politics never solves anything by haveing two opposing side)