Been playing now about to space stations etc. tech and the mod is good, very good but with few big things to address. Pretty much all about size matters.
- Size matters is really good idea in principle and essential for managing huge amounts of units while bringing all new level into gameplay. Not only composition of units is can now be decided but also the numbers of different types of them. Although clumsy 3 to 1 and still needing work, it functions somewhat properly. Computer players haven't used it at all and can't quite cope with it so that is one issue. Edited, more realistic strengths for bigger units work fine.
- Second big issue is loading missiles and other units into mergeable ships. They "fall into the sea" and disappear when ship carrying them is merged or separated. Even is the ship is merged in city, not good. Also, the carrying capacity remains the same which is a big realism and common sense hit. One sub has same capacity for missiles as million put together, not good at all. Again, this one favors heavily and very unrealistically smaller unit sizes. Carrying capacity should naturally multiply in same pace with numbers of units but this is most likely coming yesno ?
- Third is also a big size matters realism issue. Millions of units put together can now avoid artillery totally as long as they are grouped to "one" and kept in their own tiles. This favors far too much the huge piles of units and makes artillery useless as the huge merged units slaughter them. Imagine a thousand rocket artilleries firing at one concentration of million men and not being able to hit one. Artillery not being able to hit the "first" unit is a ridiculous and unrealistic thing and if it can be removed, this could be solved or the artillery should be made able to hit single merged units another way.
- Some units still desperately need the merging option (flamethrowers and machine guns for example). Now they can be stomped too easily. All units should have the merging ability, as long as the capacity issue can be dealt with, carriers and planes too. There is also some problems when loading missile units into merged ships, wake up and space buttons have to be pressed few times before it succeeds, even when the units have not moved at that turn.
- One time strange bug with cogs trying to carry any units from city to city. As tried with great scientist, he boarded the cog and when cogs went to water, he got stuck in water and disappeared as cogs went on. As cogs got upgraded, the issue vanished. Many other cogs worked fine. Maybe those cogs were really unpleasant to travel on.
- Mod seems a bit more unstable and one continuous crash point was found. Luckily it was solved by reverting to save 20 turns earlier. Few random crashes, nothing serious.
Those are pretty much all seen in first game. Old And 1.75 and vanilla style culture system is really great and amount of building choices and means of effect very immersive. Despite the flaws above, it is really fun to play. It was really surprising and nice to see ai civ suddenly face me with my own very succesful tactic out of the blue. Never have i seen that in Civ IV. Very nice indeed, winner is not yet decided but it really seems that for the first time i lose to my own favourite tactic which is most excellent variety.
Are multiple maps of moon etc. already active or still under work ?
- Size matters is really good idea in principle and essential for managing huge amounts of units while bringing all new level into gameplay. Not only composition of units is can now be decided but also the numbers of different types of them. Although clumsy 3 to 1 and still needing work, it functions somewhat properly. Computer players haven't used it at all and can't quite cope with it so that is one issue. Edited, more realistic strengths for bigger units work fine.
- Second big issue is loading missiles and other units into mergeable ships. They "fall into the sea" and disappear when ship carrying them is merged or separated. Even is the ship is merged in city, not good. Also, the carrying capacity remains the same which is a big realism and common sense hit. One sub has same capacity for missiles as million put together, not good at all. Again, this one favors heavily and very unrealistically smaller unit sizes. Carrying capacity should naturally multiply in same pace with numbers of units but this is most likely coming yesno ?
- Third is also a big size matters realism issue. Millions of units put together can now avoid artillery totally as long as they are grouped to "one" and kept in their own tiles. This favors far too much the huge piles of units and makes artillery useless as the huge merged units slaughter them. Imagine a thousand rocket artilleries firing at one concentration of million men and not being able to hit one. Artillery not being able to hit the "first" unit is a ridiculous and unrealistic thing and if it can be removed, this could be solved or the artillery should be made able to hit single merged units another way.
- Some units still desperately need the merging option (flamethrowers and machine guns for example). Now they can be stomped too easily. All units should have the merging ability, as long as the capacity issue can be dealt with, carriers and planes too. There is also some problems when loading missile units into merged ships, wake up and space buttons have to be pressed few times before it succeeds, even when the units have not moved at that turn.
- One time strange bug with cogs trying to carry any units from city to city. As tried with great scientist, he boarded the cog and when cogs went to water, he got stuck in water and disappeared as cogs went on. As cogs got upgraded, the issue vanished. Many other cogs worked fine. Maybe those cogs were really unpleasant to travel on.
- Mod seems a bit more unstable and one continuous crash point was found. Luckily it was solved by reverting to save 20 turns earlier. Few random crashes, nothing serious.
Those are pretty much all seen in first game. Old And 1.75 and vanilla style culture system is really great and amount of building choices and means of effect very immersive. Despite the flaws above, it is really fun to play. It was really surprising and nice to see ai civ suddenly face me with my own very succesful tactic out of the blue. Never have i seen that in Civ IV. Very nice indeed, winner is not yet decided but it really seems that for the first time i lose to my own favourite tactic which is most excellent variety.
Are multiple maps of moon etc. already active or still under work ?