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With weapon-armor equalizing I cannot even imagine how much attack advantage you need to achieve that on top of Airspace Complex and AAA tracking which already quadruples defense.
I meant potentially deep resources. When one faction is very determined to throw everything at enemy they overcome the defense anyway.
Quote from: tnevolin on January 15, 2019, 08:07:32 pmWith weapon-armor equalizing I cannot even imagine how much attack advantage you need to achieve that on top of Airspace Complex and AAA tracking which already quadruples defense.AIs in the stock binary do not achieve that with regularity everywhere. Many cities have no AC. You will see AAA units but not necessarily piles up on piles of them. When a city is stacked full of units, it's usually not full of AAA units but something else.
QuoteI meant potentially deep resources. When one faction is very determined to throw everything at enemy they overcome the defense anyway.When an AI tries to do that to a human, it often doesn't work. They will move in a big stack, and the human knows how to exploit that, wiping out vast quantities of AI units in 1 stroke. I've had some truly horrific waves of enemies thrown at me in the past, that I just weathered and shot a lot of 4-1-1 and 5-1-1 units at, until the AI wore itself out. Then finally moved up the road for the kill, after many years of waiting.
I did all that / tuned all that. Happy with the results. In my regime of expensive SPs, you really have to choose which of the big ones you're going to go for. At least by midgame, the AIs are going to get the others. If you survive and prosper in the late game you'll surely be the winner IMO, so everything becomes more of an honorarium / sandbox. However I am biased by being too good at the game, and not representative of all players who will try my mod. So maybe they'll still have difficulties late game for all I know. I haven't had enough playtesters verbalize their experiences to know for sure, but one recently did seem to be getting challenged for a longer period of time, when I would have summarily won the game by then.
expensive SPs
> Conquering same technologically developed opponent bases should cost triple to invader in economical loss.I think that premise needs nuance. It seems to assume that an empire is comprised of equally valuable cities, all at an equal level of development, all equally well defended, sitting on equally valuable resources.
> Indeed, if you are 4 levels ahead you should be able to beat the crap out of anybody.You have to actually manufacture this stuff. You may not be 4 levels ahead in minerals or factories. Advanced units are expensive units.
> Same thinking about choppers.Game mechanically, a unit that can fire every move, and has a high number of moves, does not belong in the game. It is overpowered. Many modders have said so, and have taken action to nerf it. I tried reducing moves for awhile. I eventually decided this made the unit unpleasant / unrewarding to consider building. So then I removed it from the game entirely. Game mechanically, I do not regret this. Artistically, I regret the loss of the unit artwork. I haven't come up for any answer to that, because I'm not interested with messing with art assets or other file hacks. I seem to have a legal right to mod the *.txt files I actually did, and expanding that might nullify my rights. For the amount of work I've put into my mod, I'm a bit conscious of those rights. Feels like I should protect them, "just in case", unless there's something major to be gained by fiddling with more stuff.