Search found 1151 matches

by Corbeau
Thu Dec 11, 2014 6:39 am
Forum: Rulesets and modpacks
Topic: Ruleset and unit graphics manipulation
Replies: 3
Views: 3982

Ruleset and unit graphics manipulation

I'm working on a different ruleset (*very* different) and one of the essential things I need is adding a new unit. However, is that something that can be done on a ruleset level? I can use an existing unit slot (for example, Crusaders are completely useless), only need to change the existing unit im...
by Corbeau
Fri Nov 21, 2014 2:07 pm
Forum: Gameplay
Topic: A diplomatic game flaw
Replies: 5
Views: 8280

A diplomatic game flaw

We just encountered a situation in the game that is highly illogical and could be considered an abuse if there was any doubt that it was made deliberately. However, it isn't and we're stuck at something impossible. I won't discuss the exact situation because it's not clear-cut and it has its specifi...
by Corbeau
Thu Oct 09, 2014 10:54 am
Forum: Wishlist
Topic: A small tweak to combat mehanics that would change a lot
Replies: 11
Views: 8520

Re: A small tweak to combat mehanics that would change a lot

A problem with this change would be that, effectively, it means no Kill Stack, meaning a (much) greater chance of having a stack of 20 units and all of them working together. There are two ways of solving this, I'm guessing both need some additional work. 1. Simpler: whatever damage is incurred on t...
by Corbeau
Tue Oct 07, 2014 10:15 am
Forum: General discussion
Topic: Question: Unit movement and attack rates
Replies: 5
Views: 5812

Question: Unit movement and attack rates

For example: at default horsemen have movement rate 2 or can attack 2 times during a turn. Each attack spends 1 MP. Movement can be adjusted in a ruleset. Civ2civ3 ruleset had movement x2, meaning horsemen have movement rate 4. At the same time, they can only attack twice in a turn. However, I could...
by Corbeau
Tue Sep 30, 2014 6:33 am
Forum: Wishlist
Topic: A small tweak to combat mehanics that would change a lot
Replies: 11
Views: 8520

Re: A small tweak to combat mehanics that would change a lot

1) Units can counterattack artillery, so long as they have no defenders, fairly easily in real life. Well, that should be left for the defender's turn, no? 2) You can create unit flags and give them appropriate bonuses or penalties based on range. What do you mean by this? What bonus/penalty are yo...
by Corbeau
Mon Sep 29, 2014 11:03 pm
Forum: Help wanted
Topic: Facebook page?
Replies: 1
Views: 5013

Facebook page?

Yes, I understand that namy people scorn Facebook, and with a good reason. I generally share the sentiment, however, unfortunately, it is a necessary evil for some things. And one of those things is getting more people in. There is a Facebook page in existence. However, the last post there is dated ...
by Corbeau
Mon Sep 29, 2014 10:06 pm
Forum: Rulesets and modpacks
Topic: Why is "no killstack" bad?
Replies: 18
Views: 18001

Why is "no killstack" bad?

A call for discussion: when you defeat a unit, all other units in the same location die, too (unless in a city or a fortress). However, there is an server option to change this, yet, it seems that nobody is playing that way. I'm curious why. Did anyone try and was it so bad, or people simply don't w...
by Corbeau
Mon Sep 29, 2014 2:07 pm
Forum: Wishlist
Topic: A small tweak to combat mehanics that would change a lot
Replies: 11
Views: 8520

Re: A small tweak to combat mehanics that would change a lot

Also, another point to reply to a few remarks made here: at this moment, combat in Civilization is a game of dice. This would turn it more to the strategy side.

Of course, if you like playing dice, you won't like it. However, the dice element isn't lost completely, only decreased.
by Corbeau
Mon Sep 29, 2014 1:50 pm
Forum: Wishlist
Topic: A small tweak to combat mehanics that would change a lot
Replies: 11
Views: 8520

Re: A small tweak to combat mehanics that would change a lot

No, it's shouldn't be a very complicated upgrade. According to my knowledge of programming, the basic change I propose would require one additional IF loop or even just changing the current one: simply, do not attack until one unit is dead, but instead, until a condition is met. The difficult part w...