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Edit: Due to IRL problems, I have other work to do, sorry. I'll try it when I have time. Probably won't until December 10th, when I'm off.
The mod is in Rough BETA format. I expect to be making fixes for weeks/months. Design changes probably as well, as I'm quite uncomfortable about how balanced the mod is. It tests OK, but from my experience, users tend to see things that don't always/often resemble what I'm seeing during testing.
So, no hurries, no worries. This beast will take some time to get it past BETA...
The robot infantry seems to have a couple issues. Firstly it has no discernable advantages over the biotrooper or xcom and is infact weaker while also requiring a rescources and more production. Secondly the biotrooper (130 strength) upgrades into the robot infantry (110 strength).
To solve these issues, I'd suggest that the Blackops upgrades into the XCOM which then upgrades into the Biotrooper. The Battlesuit Infantry should upgrade into the Robot Infantry. The Robot Infantry should receive a significant buff.
Artillery become obsolete at rocketry where they can become self-propelled artillery, however SPARTs require oil, so civs low in oil will be unable to build siege units after discovering rocketry. Same sort of thing with Advanced Armor and Railgun Armor, Advanced requires oil, but Railgun requirers uranium. Infantry and Mobile Infantry have the same problem too. A good solution for this is to just not make some of the WW2 and Cold Ware era unit go obsolete, let them stick around like in the base game.
I have 2 scout survivors from early game with a ton of experience from killing barbarians but nowhere to go with them.
I'd recomend changing this somehow so the AI can actually use nukes.
Also in the mod I use made by you to stop research at the end of the cold war era (Which I love btw with this original mod) You need the advanced warfare facility inorder to build the advanced modern armor and other units that require that facility, but this building is unlocked after the repaeting tech so it makes it ipossible for you to build anymore units once you research the next tier to that unit. I love this mod together with the one that ends research at the end of the cold war era, but it makes it so I litteraly can't build anymore units once I reach that repeating tech.
You'll need to either make the next tier of units available after the repaeting tech or make the advanced warfare facility avalible to be built before the repeating tech.
I struggled with the prereq building for the Nuke Weapons Lab. Never was really happy with Depot. Perhaps it's best just to drop it entirely?
Good catch on the Advanced Warfare Fac. Simply missed it. Will probably need to adjust a few building to unit relationships in the "End At" mod.
Appreciate the feedback!
I have seen other mods that do this but cannot recall any names at the moment
Problem - The AI seems to be powering it's way down the research que leaving many unresearched
In my current game Ancient start, Marathon - Emporer difficulty by turn 150 one of the AI players is already 2 ERAS ahead of me - hard to figure out how unless it is skipping alot
So, initially (i.e. in the next version) you'll probably see a lot more techs with 2-3 pipes connecting to their pre-reqs to their left. I'll ask again after this to see if you think that solved this issue or not.
One thing, though, I need to add: this mod deals primarily with the civ challenge of "Guns vs. Butter" - the old way of saying does the government invest in its people or its military? Some of the beelining is related to the fact there are a few "must have" techs if you want to survive as the world transition from colonialism to the information era - and the constant warfare associated with that transition. If you focus entirely on "butter" other civs will quickly demonstrate the folly of your ways. So, the choice is - do you want to race to those techs, beat your competitors and THEN invest in butter, or invest in butter now, then wait for someone to come and take your butter away...? It's just a matter of time.
This is a fairly historical notion, actually.
So - some changes will slow down this race a bit, but I hope it doesn't remove it entirely.
Cities are easier to conquer? Mod adds a few defensive buildings, and additional city hit points to existing defensive buildings.
Of course, there are more units to attack, as well.
So - it sounds like, as far as balance goes, too much power was added compared to the additional defense that was provided?
I suppose it wouldn't be too hard to buff some city defense/hit point numbers again.
Adding additional prereqs should help , would need to test to be sure.
As to the weak cities - escpecially bad in early game - I just took a couple of city states with nothing but a pair of privateers.
I have noticed the weak cities in all eras but this current one is a ' La Belle Epoch start '
This was very early - I had no iron or coal worked yet so I rushed out a couple of privateers to defend my coastal cities - the city states had no garrisons when I attacked them - took a few turns of repeated attacks
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1574759174
Possibly set a minimum # turns for each tech depending on game speed???
I hope I am not bugging you too much.
EDIT: I think I know what is happening MY BAD
As well as your 3 mods W at War, Units, revolution
I had another mod ticked (i forgot about it)
It normaly has to have a Scenario loaded to be active but it has a default setting of normal speed - it may have picked up this setting and over ridden my Marathon setting somehow
I will need to restart to check if this is what is happening.
OOOPS