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Lt. Killer M
18-10-2003, 16:23
well, we finally started; Dr A must have lost ten pounds sweating over our map....

Naval Mod.

tirieme - new ship with pottery, was transport=1 but AI refused to load settlers onto them (because they would be unescorted?) so they are now t=2 and -1hp.

ancient and medieval ships past galley get +1 movement.
medieval ships get slight stat changes to better differentiate them from ancient.
Ironclad moves to corporation to prolong the age of sail (to make frigates worth building hopefully)

modern ships get +2 movement, destroyers get +3 and detect invisible. (destroyers can now be properley used to screen a carrier fleet)

slight stat changes to better differentiate them from medieval ships, Battleship gets a big increase to give it some oomph, and cost goes up from 20s to 30s.

carrier gets transport=6. subs are boosted more too, they should now pose a real threat to unscreened fleets.

planes have lethal sea bombard. operational ranges increased.

cruise missiles are slightly more deadly and have 'tactical missile' ability so can be carried and fired from nuke subs and aegis cruisers. (cannot be carried by transports anymore)
nuke subs can carry 3 missiles, aegis 1 missile.


ALL civs get 'build naval units' AI flag toggled. without it they are very stubborn about building ships in the early game...


[where shield values are given they are x10 in game]


tirieme: (pottery) 1.1.2 (t2) -1hp cost=2 (upgrades to Galley) uses galley gfx.

galley: 1.1.3(t2) -nc

caravel: 1.2.3 (t3) --> 1.2.4(t3)

frigate: 2.2.4(2.1.2) --> 3.2.5(3.1.2)

galleon: 1.2.4(t4) --> 2.2.5(t4)

ironclad: (steam) 4.4.4(4.1.2) --> 4.4.4(4.1.2) (corporation)

transport: 1.4.5(t8) --> 1.5.7(t8)

carrier: 1.8.4(t4planes) --> 1.9.6(t6planes)

sub: 8.4.3 --> 10.6.5 (upgrades to Nuke Sub)

destroyer: 12.8.5(6.1.2) --> 14.10.8(10.2.2) (see invisible)

battleship: 18.12.5(8.2.2) --> 24.16.7(16.3.4) (20s -> 30s)

Aegis: 12.10.5(4.2.2) --> 14.14.7(10.3.2)(t1 missile)

NukeSub: 8.4.4(t1missile)--> 12.6.6(t3 missiles)

cruise missile: (16.2.3) --> (16.3.4) [tactical missile ability]

fighter: range 4 --> range 6

bomber range 6 --> range 8

helicopter range 6 --> range 8

jet fighter range 6 --> range 8

stealth fighter range 8 --> range 12

stealth bomber range 12 --> range 16

new unit: scandinavian merc - early amphib unit, uses zerk gfx; comes with invention.

scand. merc. (invention) 4.1.1 (amphibious) cost=7





Anarres vs Killer Islands hell specific changes;

great wall gives wall in every city! otherwise the AI are just wasting shields when they build it.

All continental effect wonders now give the effect in all cities instead.
one biggie: vikings get a longship with mm that is 1.1.4 - no sink in sea - can't trigger GA. This is to compensate for the other civs getting a zerk-lite unit The AI still dosen't know how to use vikings though so don't worry about it. (uses galley gfx)

one minor 'mistake': Paras get 7 attack instead of 6, I did fiddle with the marines and paras at one point but thought it was a step too far and set them back, err.. almost. Just got the original attack of paras wrong

anarres
18-10-2003, 16:24
Here is my start, I am the Babs:

http://www.civ3duelzone.com/forum/uploaded/anarres/20031018162424_001.start.jpg
14.95KB

Lt. Killer M
18-10-2003, 16:45
http://www.civ3duelzone.com/forum/uploaded/Lt. Killer M/20031018164548_anarres.jpg
88.14KB

Japan

Lt. Killer M
23-10-2003, 00:58
now that the game has progressed a bit I think I can publish a short excert from our chat:

annares: is it me or are the AI *waaay* ahead?
Henry: I am afraid I cannot answetr that ;)
annares: you wanker
Henry: :p
annares: :D
Henry: you sucker!
Henry: :D

Lt. Killer M
23-10-2003, 00:59
as you can guess from this wew have met our share of AIs. And last turn I bought contact with anarres :D it was cheap, so why not do it?

DrAlimentado
25-10-2003, 01:13
I gave a hint to anarres so I'll share it here; the ai are rubbish at using a warrior/scout in a tirieme to pop huts... so they can be found quite late ;)

this has been a public information broadcast by the God of island hell.

anarres
25-10-2003, 01:18
Killer informs me he has already suffered a sneak atack!! [by turn 90!!] [mwaha]

Lt. Killer M
25-10-2003, 11:02
'a' sneak attack?

actually, the second was a 'hell no' to someone who promptly declared war.

Lt. Killer M
18-12-2003, 09:34
anarres, coastal blockades are a lame exploit!

Skyfish
18-12-2003, 09:58
[lol]
Indeed !
I imagine having been the painful victim of one earlier, he now is gettign revenge vs us [mwaha]

anarres
18-12-2003, 10:31
Blockading a (water) straight with boats isnot the same as blocking a costal landing with land units!!!!

You wanna fight you can attack me - that is not allowed when you block the coast with land units! ;) [mwaha]

Lt. Killer M
18-12-2003, 10:34
quote:Originally posted by anarres
that is not allowed when you block the coast with land units! ;) [mwaha]


lame lame lame

Skyfish
18-12-2003, 11:11
Oh OK indeed a naval blockade is not as exploitative [lol]

SCREENIES PLEASE !