9 months ago

@board-3659

paratroopers: the AI buys them, nut never does air drops or air transport with them; just treats them as a regular land unit. airship+paratrooper island hopping is sweat.

dabbabas: watching the AI kill troops that can hit you in favour of dabbabas is sad. but maybe a bit funny too; in a schadenfreude kinda way. i'm not sure if the AI ever uses it's land transport ability.
hmm... maybe i should just give them 0 DEF? i don't want to get rid of them in part b/c i like the flavour but mainly b/c they provide a counter to massed martian maginots.

nemo should be trying to take ALL the islands. but i suspect that the AI is blind to objectives.

grafZeppelins: i found them to be way too OP so i nerfed them a bit (-1 ATT, giving them the 'spotting' bonus instead of the 'artillery' bonus, max build 8 (which means that one can't build any more until losing some (which was actually accidental)), limited placement location (approximately where the actual Zeppelin plant is). of course now that they don't have any landing restrictions they're OP in new ways...
re moving them further away: maybe i should start them at the Zeppelin plant, that would stop them from 1st turn hitting St.Petersburg at least.

AAgun immunity: not sure about this. my instinct is no. but in the early days airships were mostly immune to AA fire... but not for long. i've never much liked the way AAguns work in A&A. maybe i should use that option where AA only target a limited number of targets? actually, what i would like is for an AA hit to only do 1 damage instead of instakilling something with multiple HP. then you could give some airships multiple HP so that AA could only weaken them...