Hm, I think I found the culprit.
It seems the barbarians have weird infantry units called "stratofortress" which seems to be an air unit.
If we disband those it shouldn't be a problem.
Hm, I think I found the culprit.
It seems the barbarians have weird infantry units called "stratofortress" which seems to be an air unit.
If we disband those it shouldn't be a problem.
Doesn't seem necessary anymore.
I guess placing a fortress on the German stack is the best solution, we should probably go with that.
I think the nuke prices can be determined later on, but what's this about wonky plane movement values? Should we keep the current road modifier of 4 or change it back to 3?
Once we have that determined I'll play my turn.
How many of your units are affected by the changed road modifier?
In any case I'd vote for not lowering it, it's such a big map that it really does need anything that could speed up land combat, even if it's just by a little.
I'll make a new scen file with a fortress on the german stack and with the costs of nukes raised 900 and the nuke wonder 2500. I've also lowered their range to 1 and movement to 31, for some reason 31 is the highest I can have it without it getting screwed up.
I don't want to discourage their use completely since we're supposed to be evil bastards here
Edit: The barbarian unit with the strato stats aren't being used offensively, so I don't think they really matter, but I could disband them anyway and replace them with some other units if you guys want.
Geändert von cupcoffee (21. Dezember 2010 um 17:15 Uhr)
Okay, added the new one on the first post that makes nukes and the nuke wonder more expensive, I've also added a fortress to the german stack west of Baghdad, and somehow I managed to make it so that GEU starts first on single player again.
Hm. I think their range should be kept at 4.
With 1 range, they have to be used during the same turn, which gives the attacker a huge advantage (being able to blow up stationary nukes).
They should have at least 2 range so they can be "launched" on the first turn of the attack and then detonated on the second turn, meanwhile traveling more or less safely.
This would be the best way of simulating MAD.
Should we put that up for a vote? In any case, until somebody build the manhattan onder, it won't be an issue, and it's easy to change on the rules.txt
Also, I noticed the Red Empire doesn't have Tank Armour I, which is the first tank tech, you all better check your civs as well in case they are missing some vital tech.
Guys, sorry for holding this up, but my life has gotten unexpectedly busier this week.
Will try to play ASAP, should have the turn up before the weekend.
Also yeah maybe we should vote.
I cast my vote for range = 2. Nukes themselves didn't need to be nerfed per se, just their price.
range 2 is ok
range 2
Wenn du tot bist, dann weißt du nicht, dass du tot bist, es ist nur schwer für die anderen. Genau so ist es, wenn du blöd bist.
Posted a new zip that gives nukes range 2, I also gave the russians Tank Armour I and removed some RRs I missed.
Ey John! you are slower than the bad guy’s horse
Maybe better if somebody else starts playing until you have more time?