AmericanSpirit
Chieftain
- Joined
- Mar 27, 2009
- Messages
- 7
First things first- Deliverator, Ahriman, David- Over the past couple of months i have seen your teamwork and knowledge do awesome things on this and many of the mods out there to play. Hard to balance it all, i suppose. Thanks a great deal! I am not a code guy per se, but i do feel i could benefit you all play test/AI behavior wise to work out any issues. Here is some of the things i have noticed:
I have played a few games with the current patch, and i can say this is a major change to the game Emperor and higher levels. I could beeline to Bladesmen and still be about 10-15 turns behind when i start to see those 4str barbs, double moving over everywhere, playing checkers with my soldiers. You are correct, not fun. The play style is really heavy on quick expansion, that really hampers that element.
Came across this and was wondering if its "working as intended": While at war, mid to late game(i might not have No-ships, some of the AI does) against any particular leader,(2 games stand out, once when i was the Fremen and the professor leader, the other Ecaz - Vidal) where i would have a stack of defenders in any town, no visible enemies with attacking range, and my entire town's troops move out of town, to the next tile over. My spy stays, workers would stay, all air units disappear and are lost for good. IF there happens to be a attacker close enough, my town would be taken. It acts like its a feature that AI spys have, i have played with other teams to see this effect except of Bene grissit and have not had the option to do this to the AI's town. I was able to duplicate this effect on a save game, in an attempt to "avoid" an epic battle with my neighbors at the time. After winning against them,i saved over it, so i am sorry i could not give you my save to see this happen in a timely fashion. Happened enough to me(4-5 times a game) so anyone who played a round through could have this happen at least once. When i see this again, i will post my save accordingly. More annoying than Double moving Crys fighters on turn 30, ten fold =)
Check Bene Teliaxs' plan out in terms of troop building. Two games in a row i played, these turkeys would not attack any civ, even if they would have a clear edge to do so (one of 2 civs with crystal for example) They will spam Tropters, and suspensor units- up to 4 each tile in the area, EVERY tile they own. They would only have 2-3 guardsmen tops in each town, but when all you see is purple flying machines everywhere, you could clear that town no problem when you choose to attack them, but of course the sea of purple on the next turn would take that town back with 30 or 40 eagle tropters. No seige just bulk crystal-based advanced units.
If any human player was in that condition, they would have attacked with as less as 20 of them, and cleared every town on any map with little challenge. Seemed like Teliax thinks its a defensive civ, even though with the plague they are better suited for offensive "streaks"
Add something, ANYTHING that would pick up on No-ships. Locust jets after doing a recon mission or something. Garrisoned spies i dont know. AI uses them very well and with 3, 4 in a stack, pose a great risk to lose any town you do not leave 5 or more units in. I was starting to feel that No ships were the reason my units are leaving my towns undefended, when the whole stack gets moved without any particular reason, as mentioned above. Spys or No-ships, unless it is a glitch. The civ that was my enemy that game in particular, was Ecaz(the silver haired leader). I was Fremen(professor)
From 1.7 -> 1.8 these things i have seen with the patch change, i do not see mentioned, other than the early barb Crys fighters.
Thanks for changing spice to a whole civ bonus, having a building sucked. Trying to claim land by building settlers as quick as you can, then get enough workers just to do the key plots upgraded at the same time attempting to defend your towns with just enough guardsmen to survive, you really get left behind if you do not beeline to spice production-key to the storyline. Only thing i see as a negative to this, is that i could ignore most land plot upgrades early on, get workers building on spice and be better off in the long run. 2, 2 pop. towns no wind traps, no mines, 5 or 6 spice plots worked and make enough gold to maintain your civ better than 5 towns with 4 or 5 pop. all the rock tiles worked without any spice tile worked. Maintenance costs aside, those who do not get spice up by lets say turn 50, is very very far behind. Unlike any other civ4 game structure, this is one that the AI is always in a better position to exploit, it feels like, emperor or higher. That said, you live or die on the spice decay, regardless of building on every spice tile available. It would be like a town upgrading in reverse as the game progresses.
When i switch to paradise( i do this most games) I will always be better off- Decay is the same as if i did not, maybe a bit faster after the switch. Making a choice to have X number of spice tiles available to work and 10-12 size max towns vs. Having a small number of spice tiles worked i still get the bonus off of that did not decay yet and size 15+ towns with my water always going up, making towns bigger, regardless of how much health or happiness exists... Unless the decay starts later in general, it feels like more of a benefit for any civ to switch asap and deal with the hate from other civs, than rely on just spice and suffer accordingly. Has been consistent regardless of what patch i have run(1.5 and up i believe) I remember in the movie when Paul and his mom were left in the desert, ran to the rock and encountered a worm, he could smell the spice, the closer the worm came. Could i suggest a possibility- have rock tiles that border spice get +1 commerce, kind of like a spice tile had ranged bombardment, that shot coins within the range of an artilary unit. =) Something like this would allow a positive benefit to stay on spice, but even with this, along with the possibility of it changing every so often, still makes me think why i would not want more water anyways.
I see chats about Mahdi and AI choosing it- Every game i have played, 1.8 and later, someone gets it(Leto or Paul were the ones), spreads well(not as good as Imperial, but i would say 2nd, if i had shai-lalud), shai would spread 2nd best if i was not who founded it.
Yeah, I'm still not sure about barbarian crysknife fighters. We removed them before for a reason; they were random death to anyone trying to expand; could easily race across the desert and destroy a scout thopter with a settler in it. Not fun.
I have played a few games with the current patch, and i can say this is a major change to the game Emperor and higher levels. I could beeline to Bladesmen and still be about 10-15 turns behind when i start to see those 4str barbs, double moving over everywhere, playing checkers with my soldiers. You are correct, not fun. The play style is really heavy on quick expansion, that really hampers that element.
Came across this and was wondering if its "working as intended": While at war, mid to late game(i might not have No-ships, some of the AI does) against any particular leader,(2 games stand out, once when i was the Fremen and the professor leader, the other Ecaz - Vidal) where i would have a stack of defenders in any town, no visible enemies with attacking range, and my entire town's troops move out of town, to the next tile over. My spy stays, workers would stay, all air units disappear and are lost for good. IF there happens to be a attacker close enough, my town would be taken. It acts like its a feature that AI spys have, i have played with other teams to see this effect except of Bene grissit and have not had the option to do this to the AI's town. I was able to duplicate this effect on a save game, in an attempt to "avoid" an epic battle with my neighbors at the time. After winning against them,i saved over it, so i am sorry i could not give you my save to see this happen in a timely fashion. Happened enough to me(4-5 times a game) so anyone who played a round through could have this happen at least once. When i see this again, i will post my save accordingly. More annoying than Double moving Crys fighters on turn 30, ten fold =)
Check Bene Teliaxs' plan out in terms of troop building. Two games in a row i played, these turkeys would not attack any civ, even if they would have a clear edge to do so (one of 2 civs with crystal for example) They will spam Tropters, and suspensor units- up to 4 each tile in the area, EVERY tile they own. They would only have 2-3 guardsmen tops in each town, but when all you see is purple flying machines everywhere, you could clear that town no problem when you choose to attack them, but of course the sea of purple on the next turn would take that town back with 30 or 40 eagle tropters. No seige just bulk crystal-based advanced units.
If any human player was in that condition, they would have attacked with as less as 20 of them, and cleared every town on any map with little challenge. Seemed like Teliax thinks its a defensive civ, even though with the plague they are better suited for offensive "streaks"
Add something, ANYTHING that would pick up on No-ships. Locust jets after doing a recon mission or something. Garrisoned spies i dont know. AI uses them very well and with 3, 4 in a stack, pose a great risk to lose any town you do not leave 5 or more units in. I was starting to feel that No ships were the reason my units are leaving my towns undefended, when the whole stack gets moved without any particular reason, as mentioned above. Spys or No-ships, unless it is a glitch. The civ that was my enemy that game in particular, was Ecaz(the silver haired leader). I was Fremen(professor)
From 1.7 -> 1.8 these things i have seen with the patch change, i do not see mentioned, other than the early barb Crys fighters.
Thanks for changing spice to a whole civ bonus, having a building sucked. Trying to claim land by building settlers as quick as you can, then get enough workers just to do the key plots upgraded at the same time attempting to defend your towns with just enough guardsmen to survive, you really get left behind if you do not beeline to spice production-key to the storyline. Only thing i see as a negative to this, is that i could ignore most land plot upgrades early on, get workers building on spice and be better off in the long run. 2, 2 pop. towns no wind traps, no mines, 5 or 6 spice plots worked and make enough gold to maintain your civ better than 5 towns with 4 or 5 pop. all the rock tiles worked without any spice tile worked. Maintenance costs aside, those who do not get spice up by lets say turn 50, is very very far behind. Unlike any other civ4 game structure, this is one that the AI is always in a better position to exploit, it feels like, emperor or higher. That said, you live or die on the spice decay, regardless of building on every spice tile available. It would be like a town upgrading in reverse as the game progresses.
When i switch to paradise( i do this most games) I will always be better off- Decay is the same as if i did not, maybe a bit faster after the switch. Making a choice to have X number of spice tiles available to work and 10-12 size max towns vs. Having a small number of spice tiles worked i still get the bonus off of that did not decay yet and size 15+ towns with my water always going up, making towns bigger, regardless of how much health or happiness exists... Unless the decay starts later in general, it feels like more of a benefit for any civ to switch asap and deal with the hate from other civs, than rely on just spice and suffer accordingly. Has been consistent regardless of what patch i have run(1.5 and up i believe) I remember in the movie when Paul and his mom were left in the desert, ran to the rock and encountered a worm, he could smell the spice, the closer the worm came. Could i suggest a possibility- have rock tiles that border spice get +1 commerce, kind of like a spice tile had ranged bombardment, that shot coins within the range of an artilary unit. =) Something like this would allow a positive benefit to stay on spice, but even with this, along with the possibility of it changing every so often, still makes me think why i would not want more water anyways.
I see chats about Mahdi and AI choosing it- Every game i have played, 1.8 and later, someone gets it(Leto or Paul were the ones), spreads well(not as good as Imperial, but i would say 2nd, if i had shai-lalud), shai would spread 2nd best if i was not who founded it.