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It doesn't appear to say what your combat formula really is. The example you give is a bit odd. A unit with 2-1 combat strength advantage should of course win with very high probability. However it should take damage in the process.
You still could have told me. From what I got from the other thread you do only two combat rounds and then randomly assign the damage of the victor within the window given by round wins. Is that correct? It seems extremely random.
Btw, I really do think vanilla combat has its upsides. It is very unique favoring sting operations and hit-and-run over normal combat since you essentially can't reasonably build a stack of more than 3-4 units.
Do you still have stack damage? Did you change self destruct damage? Sorry for asking so many questions but your readme is not as detailed as I would like.
It seems Centauri Ecology removes restrictions? I like that. You may have nerfed forests a bit too much. I'm not sure they are worth it at all anymore.
No problem ^^
Anyway by this point i solved most issues i had in the game - so it was mostly nice finisher tech to make the faction op. Worm spam + Locusts to finish the job.
I got other E10 tech (Secrets of Alpha Centauri) with Temple of Planet much earlier - at M.Y. 2358 - just took a look there. 30+ turns is huge difference this late in the game. Centauri Genetics is kinda hidden behind lots of discovery, build and conquer prerequisite techs so that delays it. Swap these two ^^.
Explore 77%, Discover 70%, Build 66%, Conquer 93%. It might be my crap RNG luck as i almost completed every conquer tech - some were likely very expensive. I have the feeling game has more conquer technologies than any others.
Lastly on topic of costs and maintenance. This late Brood Pit is very cheap with only 80 minerals and 2 maintenance.. its the cost of one mindworm. It could easily be 150 minerals, 4 maintenance - but it doesn't really matter too much. Temple of Planet is for example 220 minerals, 3 maintenance. At this point i had +560 energy credits per turn on 50% economy.
- I forgot to comment on Dream Twister and Neural Amplifier - there are obviously great and strong, but not too op. I got one, missed other and worms still die. They are ofcourse better but its no cakewalk - one must spam a lot of units to overrun AI.
I did read parts of your readme. Chatting with you is more fun though. The problem with your logic is that you compare desert tiles with normal terrain. (In vanilla bad land doesn't matter that much. In your mod it does.) If you have a rolling rainy tile a farm (4 turns) makes it a 3-1 tile with the option of adding energy yield. A forest instead is 12 turns for a inferior tile. My point is that you would not forest desert tiles. You would avoid the area in the first place.
Did you change self-destruct damage? Also I didn't say that the hit-and-run style combat in vanilla did not have counterplay. Of course it had. There were overpowered ways to go about it (helicopters) though.