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Tides of War, a balance mod

In addition to the aforementioned problems with Swordsmen not having a well-defined role, they are also more expensive than their counter and require a tech which many players delay until at least the classical age. Combat 1 helps them a bit, but even players running Aggressive civs with current BTS don't seem to use them very often. Perhaps consider increasing their inherent city attack bonus as well / instead? I would also reduce their cost slightly.
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I got the Naval Initiative mechanic in, and re-uploaded it. I also removed the Nuke WW change - that was unnecessary. Consider this version 1.0.
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I also edited information about the included bugfixes to the changelist in the first post. It is indeed the same list as what I provided for RBMod.
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Some comments from sunrise clued me in to the fact that I had Vigilance II listed as giving 25% defense. It only provides 20% defense. I updated the first post with this info.
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I haven't read this, but as you'd expect I'm interested. With a name like that though I'm surprised you haven't been sued by Blizzard yet.
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An idea on Fast Workers would be to, instead of changing the cost, it would be made into a 2move worker ignoring all Terrain movement (similar to Keshiks), or maybe to bake them with mobility promotion
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(December 17th, 2013, 01:18)Sian Wrote: An idea on Fast Workers would be to, instead of changing the cost, it would be made into a 2move worker ignoring all Terrain movement (similar to Keshiks), or maybe to bake them with mobility promotion

I considered that, but I don't think it's a big enough nerf. Being able to chop forests without losing a turn moving onto them is a really big benefit. Meanwhile, IMO the fun part of fast workers is that they can move farther and still do work. I'd rather do the opposite - actually, that's possible, if annoying to program. Fast workers with 3 MP which spend all their movement to enter forests/hills? Hm...
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If anyone feels like it, here's a quick poll on what you initially think of the traits, and what are your favorite/least favorite parts of the mod. The 4 multiple-choice trait questions are low effort and you can feel free to leave the textboxes (or anything) blank. If you take a look, thanks. smile

https://docs.google.com/forms/d/1J_qlk2L...g/viewform
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Seven, this looks really cool. I don't think you mentioned it, so I just wanted to note for any Mac users the mod is compatible, unlike Krill's:







Now my question is, does the AI know how to "use" these changes? I understand they're all passive things and not new systems, but will it for example wander its spies around rival territory trying to poison water when the mission no longer exists, or not build a monument because it thinks its terrace is giving it culture? (I'd assume the answer to both is "no," but just wanted to make sure.)

Anyway, again, first impression is "very cool!" Thanks!

Edit: Actually, another question: the "Bugfixes" section - is that a listing of the problems that are being solved, or the changes being made (ie. are the items being subtracted or added)? (Again I'd assume the former.)

Edit Edit: I took the survey, but forgot something under "anything missing?" - you nerfed the two maritime wonders for balance, but not any of the maritime civs. Why is that?
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(December 17th, 2013, 11:13)TheHumanHydra Wrote: Seven, this looks really cool. I don't think you mentioned it, so I just wanted to note for any Mac users the mod is compatible, unlike Krill's:

Hmmm... I'm actually expecting this to be not true, though that would be pretty cool. Would you mind testing it for me? Open up WB in the mod and put one of your boats next to an enemy boat. Declare war, select your boat, see if you are getting the +15% for not having moved yet. Alternately, start as a hunting civ and see if a) your scouts have +1 movement and b) none of your other units do.

Quote:Now my question is, does the AI know how to "use" these changes? I understand they're all passive things and not new systems, but will it for example wander its spies around rival territory trying to poison water when the mission no longer exists, or not build a monument because it thinks its terrace is giving it culture? (I'd assume the answer to both is "no," but just wanted to make sure.)

In general, the answer is that it will use the changes just fine, though there could be exceptions. The AI logic is written with mods in mind; it loops over all the possible choices and evaluates them based on the things that they do. (For example, it values Calendar extra as a tech because it has Map-Centering. lol) So it won't make mistakes like thinking that Terraces give culture.

It's possible that the AI assumes that spies have at least SOME missions to perform - I haven't bothered to check. If so, maybe it would overbuild spies a bit, and maybe even camp in cities for no good reason.

One thing I can say - the AI won't understand why it's getting +15% sometimes from the Naval Initiative bonus. But it's unclear what the AI would do with that information anyway. The AI isn't exactly a tactical genius. It should still know when it has the bonus and when it doesn't.

Quote:Edit: Actually, another question: the "Bugfixes" section - is that a listing of the problems that are being solved, or the changes being made (ie. are the items being subtracted or added)? (Again I'd assume the former.)

It's a list of bugs that have been fixed... maybe I should clarify that.

Thanks!
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