View Full Version : unit size need fix
scsscsfanfan
10-21-2002, 07:40
When I use max unit size of 120/200/80, the cost is twice as much and the production time is 2 years. However, the income from each proviences would still be the same. Therefore it makes the game slower, and the AI tends to get all the low-tech-tree units co'z they cost less. It tooks too long for either human or AI to produce a full 16units army to engage in a major battle.
I have tried to double the provience production in startpots file, but I'm not sure this will keep the game balance.
Has anyone got any opinion about this?
Quote Originally posted by scsscsfanfan:
When I use max unit size of 120/200/80, the cost is twice as much and the production time is 2 years. However, the income from each proviences would still be the same. Therefore it makes the game slower, and the AI tends to get all the low-tech-tree units co'z they cost less. It tooks too long for either human or AI to produce a full 16units army to engage in a major battle.
I have tried to double the provience production in startpots file, but I'm not sure this will keep the game balance.
Has anyone got any opinion about this?[/QUOTE]
Yeah, the cost is twice as much, but you are getting twice as many men! I think you will unbalance the game if you double income.
Grifman
Its no good either to try to mod more men for less time. I did that in my Massive Attack mod and at first it worked fine but later I experienced damaging hangs and I just learned recently from Giljaysmith himself that the max base unit size is 100. So no go on super units. Just build lots of stacks of the regular ones and you'll do fine. Or hire mercs, thats what they're there for anyways.
Gilbert de Clare
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