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Old 18-10-2003, 16:23   #1
Lt. Killer M
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Join Date: Mar 2003
Location: HAWK!.
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Default Anarres MMs Killer to death

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




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