Indians are supposed to be a weird late game civ. They're extremely vulnerable to pikes as they don't do bonus damage against them, and don't even have the damage of other unique archers like Mangudai/War Wagons. The Elephant Archer is also a weird unit: a Cavalry Archer lacking what makes CAs so good (the hit and run ability). It'd be more useful to make Shatagni apply some sort of bonus to their Bombard Cannons, and give them a siege nishe. Sultan is useful enough, but Shatagni is an odd tech which compliments a unit that the Indians might not want to use, as they lack the final armour upgrade and +1 range isn't all that useful anyway given their poor accuracy at range. The lack of Knights makes their CA options extremely limited, their fishing bonus is useless since any map with an abundance of shoe fish will have water expanses, on which you would be using fishing ships anyway. I have some other issues with the Indians. They've got very poor siege though, which is a problem. They've also got a very strong economy, especially when they reach Imperial Age with those 40 food villagers. They get Arbalests (with Thumb Ring and Bracer), Hand Cannoneers, H Cav Archers, Champions, Halbediers, Imperial Camels (best anti cavalry unit in the game) and Hussars. I think the tileset does not load unless there is gfx for every extra, but keeping roads or ruins as alternate graphic should not break compatibility with other tilesets.Looking over their tech tree, one thing that stands out is that they've got a very strong unit composition. Since those tiles are already marked with ruins, it is not odd that units can move on them like on cities.Īlso I don't know if the game engine / supplied tilesets make it easy to make an extra with no graphics - we might want to add a dummy sprite to supplied tilesets for the purpose, if not?) (Might need to take care to remove it via Lua when the city goes away? The only user-visible bit would be the name, which you could call "City Center" or something. Same behavior as older freeciv versions.īTW another possible way to make ruleset effects apply to city centres would be to make a new road/base something especially for the purpose, with no graphics, which is unbuildable but AlwaysOnCit圜enter. I'm thinking that it would be simpler, and easier to explain, if all cities get roads for free (bonus to trade included), and we remove the incompatibility of farmland and roads in the City Center tile. I made a patch taking that into account, but it creates an exception in the rules that I'm not liking: cities on rivers get roads for free, but not the bonus to trade. So this change means you will get trade from Forest+River when it's not city center, but not when it's city center. Note that the road does not give trade on all terrains. However, it is not a big change compared to classic rules where bombers were already capable to do the same. This one might require a new ticket, because that idea was mine and it is included in current civ2civ3 version, but I'm up to revise it. But that issue is hard to fix without heavy changes to the tech tree.įighters staying whole turns in air and blocking tiles is probably worst idea ever. My plan again is to replace the non native attack by bombardment, for sea to land attacks (as civ3).Īlso how frigates are so powerful without gunpowder and metallurgy? I like how it forces the attacker to send cargo ships with troops to conquer cities, but I see your point. Ships attacking cities when they cannot conquer them is stupid too, units should just ignore ships and stay off coast But now it is possible to use custom unit flags to give submarines defense bonuses against all air attacks. I tried to give submarines greater defense (5) than the attack of fighters (4) to avoid this. It's not more stupid than figters attacking submarines, when it should be otherwise, submarines should attack figters. There must be some combination of flags or extra's properties that allows it, I'm trying to test it.Ībout the other lame concepts, I like to try to address them when possible. My plan was to give the bombardment ability to big land units (as civ3), taking advantage of the new features of v3.0, that will be hard to balance too, but I think easier than AttackNonNative.įor this issue, I'd prefer some simple workaround that allows cities to be always native to big land units. For example catapults could sink ironclads, and armours could destroy battleships with current values. AttackNonNative is fine for cannons, when compared to other lame conceptsīut it'd change the gameplay a lot in a way that would allow land units to kill naval units, and would require tests and adjustments for balance.
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