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I'm shaky on the Kuroko idea now. It would be cool, but balance would be a nightmare. It would be necessary to nerf Misaka to compensate, and trhere'd be playtesting...
Misaka's upkeep is 0, actually. She's a free maintenance unit, for what it's worth...
If you can let me know where I can make these changes, I can try them out myself and playtest it.
In Units.xml, look for the unit labeled: <Class>UNITCLASS_MISAKA</Class>
<Type>UNIT_MISAKA_MIKOTO</Type>
In the section beneath it, there will be:
<NoMaintenance>true</NoMaintenance>
Change true to false (or delete the line entirely). Note that internally there are actually 3 MIsaka units, with the other two being type <Type>UNIT_MISAKA_MIKOTO2</Type> and <Type>UNIT_MISAKA_MIKOTO3</Type>. Obviously you will have to change all of those.
Unfortunately, Firaxis never coded an easy way in the xml to change upkeep costs--all units cost the same at a given point in time. Something like that would have to implemented in the lua, which would be much more involved. I don't think the extra 5-6 gpt cost will really affect the game much.
XML files can be opened in notepad or notepad++ or any text editor, really.
@cicero225
I play on Settler, Level four. I usually don't believe in the 'extra resources' the above difficulties get - generally prefer a fair playing field.
While total power level is also an issue, it's more the fact that she's powerful throughout the entire game - there's no particular weaknesses at stages of the game to exploit, play around or take advantage of. Even with straight-up numbers nerfs it doesn't add anything in terms of gameplay.
This would mean things like prioritizing her power to specific stages of the game, and focusing it around a single theme, as opposed to just spreading it everywhere.
Like, right now the unique units are mostly lategame based, so maybe the unique ability could be changed to something like--
'+25% Science, boost increases with research'
And then say...
Scientific Theory - 65%
Radar - 85%
Computers - 125%
This drives more power to her lategame, keeping her from being to much of a snowball in the earlier stages. It also works with the Unique units - the power spikes occur at around the same level as when you get Misaka, in adittion to the upgrades for the Sisters. It cements Misaka as a high-lategame Civ, and I think that gives her some more balance while still staying a science/military-focused Civ, and being a major threat in the final era of the game.
I actually like the Academy upgrade though, as it gives a further incentive to build Great Scientists in the earlier game, although it might need a small numbers nerf in terms of the additional science.
The thing is, great scientist points are hard to get: besides the Great Library and the Oracle, the first real source is the university, with its two science specialists, but even with the Library, Oracle, and rushing Education, you only really get 2 academies by early Renaissance. With University and National College, the +5 to each academy only ends up being about +20--significant, but not huge. That's why I was okay with giving +5. (Lategame, Misaka is designed to be a little runaway with sciece)
It's an interesting idea increasing her science bonus with the latergame techs, but I think it would be more intuitive if it was, for instance, a single jump with SCientific Theory, and not ending on something as massive as 125%. If the feeling is she is too powerful in the early game, I can decrease her early science per turn.