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Old 08-11-2008, 10:03 PM   #16 (permalink)
Zarcath
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Will take a look at this when I get home, but the one the stuck out as being the most odd is confederate archer.
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Old 08-11-2008, 10:27 PM   #17 (permalink)
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Basically, my aim for the mod is more to add more color to the civs then actual power, so that it feels more like you're playing the civ for the whole timeframe, rather then just that time when they have their stock unique unit. To that end I'm going to try and use units that aren't already powerful as the basis for my new UUs, and generally use promotions that aren't too powerful. Also, to make life a little easier, I'm going to give different unit types for each era per civ, ie, 1 naval, 1 gunpowder, 1 mounted, etc.


This does lead to the situation on america, which being so young, didn't have a such a history of archery to use as a reference, and I wanted to avoid native americans since they are now a civ anyway. That led me to the confederate longbowman, since at the end of the civil war confederates were no longer allowed to use guns, many turned to using bows for hunting and livelihood. It does make for a timeline mismatch though since they appear long before confederates actually existed, but oh well.
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Old 08-13-2008, 03:44 AM   #18 (permalink)
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Added new version to first post.

Version .11 - Now has America, Arabs and Aztecs done.
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Old 08-18-2008, 02:12 AM   #19 (permalink)
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.12 released.

implemented Babylon and Byzantine civilizations fully. I decided that doing 1 civ at a time would be easier then doing them all of them partly. Hopefully some of you guys will try it out and give me some feedback!

The 2 units I'm particularly interested in hearing about is the Arabian's Aqaba Cannon, which is weaker then a normal cannon, but has more movement, so I envisioned it being used with Cavalry or Camel Archers for quicker / deeper strikes at citys.

The other is the Iraqi Insurgent which is an Anti Tank unit that targets armored units first outside cities. Just curious if that happens much at all and wether its a useful bonus to have.
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Old 08-20-2008, 01:53 AM   #20 (permalink)
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Version .113

Added China, Carthage, Celtia.

Celts was tricky to come up but ended up added in Irish / Scotish units.
The one unit that I'm concerned about is the Babary Corsair for carthage. It's based on the privateer unit, but because of the name change it effectively loses its anonymous status. Not sure if this is a major factor or not.
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Old 08-20-2008, 01:19 PM   #21 (permalink)
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Quote:
Originally Posted by Faille View Post
Version .113

Added China, Carthage, Celtia.

Celts was tricky to come up but ended up added in Irish / Scotish units.
The one unit that I'm concerned about is the Babary Corsair for carthage. It's based on the privateer unit, but because of the name change it effectively loses its anonymous status. Not sure if this is a major factor or not.
I would say the Corsair sounds good, the name change won't matter in single player games and it provides an interesting result in multiplayer in that while they know you attacked them they still need to declare war on you.
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Old 08-21-2008, 11:39 AM   #22 (permalink)
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Alright, I'm playing yours.
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Old 08-21-2008, 06:13 PM   #23 (permalink)
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woot! let me know if there's any problems.
So far in my games it seems like the AI has been using the new units better then me and owning me 8(
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Old 08-22-2008, 03:39 PM   #24 (permalink)
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I liked the Chinese units, but I got my ass kicked as America. I think it was due to my being the only jew on the map. Going to keep going.

Honestly, due to this issue that you're addressing I've usually just played India since I think 3 moves worker is OP. There should be a tech in the modern era to give all workers +1 movement. Didn't we get "upgraded" workers in civ3 to that effect?
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Old 08-22-2008, 05:20 PM   #25 (permalink)
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There is a Wonder, The Hagia Sophia, and a tech, Steam Power, as well as a civic, that increase how fast workers do stuff but nothing that increases the workers movement.
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Old 08-29-2008, 02:13 AM   #26 (permalink)
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theres tech that increases all road movement

I played the bablyons and used a few of the new units but I didn't really notice any difference. Game ended early though, I only got to use about 3 units, AI won a diplo victory (assface spread his religion)
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Old 08-29-2008, 07:52 AM   #27 (permalink)
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Yeah, its a tricky mod to test since I really didn't want it to be overly noticeable compared to the base game, but was aiming for for color to the civs so you get a more consistent sense of who they are throughout the whole timeline.
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Old 09-01-2008, 05:41 AM   #28 (permalink)
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The reason why I want workers with 3 movement is forests and hills rather than that they cannot travel from one end of my empire to the other quickly enough. My indian fast workers just get shit done quicker along the frontier because of this.
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