Originally posted by MaximusParthas
Thanx for the responce.
For the flyers...
I think you can give arial units offensive & defensive points vrs land units. Although I've never tried arials, I've done it with bombardment units like cannons and such.
No, you can't. I wouldn't say that if I haven't tried this. I'm also not the only one, since a lot of people wanted to find a way to do this with gunships. Artillery is nothing special, it's normal ground unit, while air unit is a different type, a type which can not fight with ground units. And unfortunately, only air units can make bombing runs (you can give bombing ability to ground unit in editor, but it doesn't work - the unit will behave like artillery).
If you can't, then treat certain units just like helecopters or planes. IE: red dragons bombard like bombers, white dragons, rocs and griffons carry 2 units ect. Obviously if they cannot have a defense against (he he he "snotlings lol: , They'll need defenders. )
Demons are notoriously sneaky and have a long reach when in this world. Their recon should be about 6 squares.
I will raise recon range then, but I won't make the dragons so feeble that they can't stand a snotling or peasant, just to allow bombing runs. They can do they same by flying to target and attacking or pillaging.
RE: The dwarves. Speaking as a 20 year D&D veteran, They may be slow of foot but they made the wheel famous.
I'm just 9 years warhammer veteran, but that's enough to know dwarfs' capabilities

Sure they have wheeled units - like Anvil of Doom - there's one such thing in the warhammer world

and of course all kinds of war machines, but they can't match a horse, sorry. BTW There is a nice idea in warhammer, for dwarven mobile unit, and it could be a real air unit too, but it's a complicated graphic to model and make (Gyrocopter).
About naval units: Making them move farther in shorter time is ok but what you need is a unit that can carry up to 8 like the transport. I'd rather have 6 transports with 48 units than a million galleys. That can get expensive an time consuming (loading unloading ect)
The vikings where famous for ships that carried a large group of warriors. Maybe one of their type will do.
Capacity of 8... that's quite much. There are not enough unit graphics to support this idea, unless you start with such capacities from the very beginning... and I still want to have distinctive fleets for different races.
Coracle/Boat: 2 (no change)
Galley, Longship: 3 (was 2)
Caravel, Kingship, War Galley: 4 (was 3)
Galleon, Dragon Ship, Tomb Ship: 6 (was 4)
Is this acceptable or not at all? Also +1 movement for everything except Coracle (so the Boat gets 4, Galley gets 5 and so on).
RE: Chaos. Maybe reduced costs on some of the more expensive units? Most times it would cost me 75 turns to make a chaos giant. The sad part was they'r really not worth it.
I changed your game around myself a little.
I made a lower cost on giants and gave the chaos spiders a lil more defence. Considering they come after the giants they should be an improvement.
I also gave the giants a move of 2. They ARE giants after all. That made the cost a lil more worthwhile.
I usually could build giants from 8 to 16 turns at the time they come. I'm speaking of serious cities - in normal game you can't build armors in small villages too. Along with Ogres, giants cost more than they should (yes that was intentional) because they come so early, as more or less mercenaries (The Dogs of War). Chaos Giant with movement of 2 is way too good, especially that it comes in the 1st era, when nothing can really beat them.
During my home tests, I was raising giant's costs all the time, due to the fact that they were so good. It's not just 6/3 on A/D. With those +3 hit points, they never lose, almost

As an experiment

I'll lower giant's cost by 1, ok?
The thing with the spiders (and skeletons) is that they have no support cost so you can produce any number of them without worrying about your treasury. Indeed, I didn't make use of spiders so far (they are more usable at small maps), though skeletons were very good.
Finaly, Just a lil something I always do with every mod.:
I think it's plain nutz that bombardment units don't have the fatal ability. If getting blasted in the face by a cannon or having a bomb dropped on your head only provides a temporary loss of hit points, then I don't want em.
Here's the plain truth.
Cannons and artillery sink ships.
Bombs falling from the sky will kill you.
Maybe a catapult wont do the job (sometimes) But a few 15 ml turrets will definitely take out whatever they're hitting.
In short. I immideately give all bombard units the land, sea fatal power.
Catapults and cannons kill people, but alone can't wipe whole armies from the earth's surface.... There were many-pages-long debates on that, so it's really pointless to do it again here. I'm with the non-lethal option - though as you have probably seen, I gave lethal bombard ability to certain units such as Dwarven Cannon, to show its superiority, or the Dragons.
Originally posted by Owain
Personally, the only thing that bothers me about the aerial units is they cant go over water. Is it possible to impliment this, but make it so they "sink" if they end a turn over the water? I liked the way aerial combat was in the old civs where they would die if they ended a turn not in a city. With these fantasy units, that would seem kinda silly, since they're creatures that should be able to land anywhere BUT water.
No, it's impossible in Civ3 (unless you make such unit incapable of combat, so it dies of snotling attack, like mentioned before).