Re: cho-ku-no mod precision changed please try aga
Ok, had a look at it (298842-cho-ku-noV0_2.zip)
It still says "#Version 0.1", by the way ..
The bolts are still "#armorpiercing", what makes them way too strong IMHO.
"#mapmove 1" is too low. The other units with #armor "Full Leather Armor" / #armor "Helmet" have a map move of 2.
"#ap 9" is too low, too, as it will be reduced further by encumbrance. Haven't tested, but I think they'll end up with tac move of 5 or something, en par with the heaviest ulmish infantry. And wouldn't be able to retreat without being run down, ever.
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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