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I wanted to explain why I've been away. I've been playing other games and just been busy with life. Mostly I feel like Civ6 just doesn't cut it for me, there are too many small things about the game that irritate me, and the big things aren't enough to my taste to draw me in. But I'm glad that this small mod has helped other people enjoy the game more.
Lastly one of the reasons I've been very busy is because I've been working on my own brand new game. It started with some modding ideas I wanted to test out in a standalone sandpit, and is now a semi-complete set of game rules with a rudimentary UI. It's only a hobbyist project and sometimes there are months between me having the time to work on it, but it's always in the back of my mind
1) Does it work on the latest patch? There would be some weirdness like multiple cards that speed up anti-cav production, but that's not critical
2) Does it work with R&F? I suspect the Pike&Shot unit might break the Fusilier
3) Is it balanced with R&F? Specially worried about the new UUs (ie, Impi might be OP)
I see your point with airstrikes, the added source of firepower makes stonewalling the advance of armies with a few well placed units more difficult, so in a way planes already cover the changes warfare underwent around that era.
And yes, field cannon/machine gun would be affected if artillery/rocket artillery inflicted full damage on units on flat terrain, but I think they already are kinda weak in comparison (+1 and +3 damage when targetting units doesn't make up for the versatility of being able to crush city defenses, imo). Maybe they could get a small buff to damage to make them useful in their niche of attacking units in defensive terrain?
I might need to learn modding to try a few of these things myself instead of bothering modders about their mods :D
Just the bare minimium of mods. AI+, Ages of war, pace and a good number of small UI mods (production que, unit report screen, great person portraits and a couple more). I will try more mods some weeks after Rise and Fall goes live. When the once broken mods get updated. I`m used to play with MOAR and MOAR units extended. Which will probably be used again soon. I`ve also used QUO but i dont think it will work with ages of pace/war, so i drop that mod for now as i like my mod combination for now.
Making warfare change around WW1 is an interesting idea. in 8AoW the big change is that tanks now come *before* their counter (Fusiliers are only just above breaking even against them), which makes offensive action easier in that era. And air units come around the same time which enables a far greater concentration of power. Both of those represent the changes in warfare that happened in the 1920s, I'm not sure the timescale of the game enables another big shift just ten years earlier. The artillery suggestion is an interesting one, but I'm afraid it might make the field cannon/mortar line far less important?
Also remember that corps and armies massively change combat too. It gives the civ with the most production/gold the ability to gain huge combat benefits and not be as limited by choke points.
Would it be possible to make the anti-unit penalty of modern siege weapons (artillery and rocket artillery) only apply when targetting units in non-flat tiles (no hills, rainforest, woods, encampment or city)?
@Zenith: Sounds like you need different armies for different situations. That's exactly the kind of balance that makes combat interesting!
As it stands, anti-cavalry units are much stronger than without the mod. Melee might have +2 extra combat strength compared to Vanilla, but pikes have had a large boost and are much cheaper to build and maintain. Swords vs pike is 48 vs 44. That's a very soft countered, a single promotion or defensive terrain or a ranged attack can even that out.
Swords are +4 against pikes when fighting melee/anti cav units, but pikes are +8 against ranged units and cities, and a huge +23 against cavalry units. In the medieval era, pikes are better than swords at, almost, everything. Without that almost, what would be the point of having swords at all?
Aneqdote: Early in a game I built many anti-cav units to fight a cavalry-based civ. Later a civ attacked me with a melee-based army. I had more units than the invaders, but since mine were mostly anti-cav, I couldn't even engage the enemy army. I had to cower behind my city walls and watch as the enemy pillaged my tiles. Needless to say, this was not fun, nor felt fair.
The strength difference isn't historically acurate to all eras either, For example durring the Medieval era the majority of the weapons on the battlefield were pikes. This was because it's ineffective to attack several rows of long-ranged stabbing death pointed at you with a sword.
@ Rams0505: There somethings on which the two clash, but it shouldn't be too difficult to just remove the parts of the other mod that affect combat directly but keep the rest.
is there a way to make it compataible since i like the changes in that mod as well.
2) Attack the isolated swordsman with 3 Saka's on the same turn. That will do a total of 50-60 damage. Position your horsemen to block/create ZoC such that the other enemy swords cannot attack your Saka's.
3) The wounded sword will attack one of your Saka for a fair bit of damage. Kill it next turn and heal most of that damage back up.
tl;dr: Saka's are not a miracle 'free win' unit as before, but when used right are still very strong, even in challenging circumstaces. Now I'm very happy to do small adjustments to unit strengths if many people think they are required, but I'm quite happy with the current state of Saka's.
I've got a whole bunch of screenshots on my profile that shows this tactic is pretty effective:
@Olleus I couldn't agree more. Here are some of my ideas:
Heavy cavalry:
- give them bonus for attacking melee units (9 is fine for me).
- remove defensive bonuses from being fortified (cavalry is best at charging, not defending).
- remove defensive bonuses from tough terrain, maybe add penalty for woods, as they can't fight in forests.
- give defensive penalty (9 is fine for me) to compensate attacking bonus, like a Norway's Berserkers have. This would make them specific usage, as in real life, where they weren't for main attack.
Light cavalry:
- make same changes as for heavy, but change melee to ranged/siege units.
Also increased base cost by 25% is fine, but I would reduce maintanance from 2x to 1,5x.
@Orionos: See the section on mod compatibility above, I don't know all compatibilites with all possible mods. If you're not sure, try it out and see if it works.
One change I would like to make is to give all cavalry a little more strength (+3?) but remove their defensive bonus from being fortified or in woods/hills. Maybe I did go overboard with their maintenance, I'm open to cutting it back down a little if lots of people think it's a problem.