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Topic: UNITS (ver 1.2) hosted by JT
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JT Civer
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posted May 25, 1999 17:57
Sorry, but I have to leave right away, so I can't post a summary until I get back. |
EnochF Civer
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posted May 25, 1999 19:25
Ah, no problem.Diodorus: Hey, I actually like your ideas for coming up with a rational unit workshop. I don't dread it as much as I used to... |
Mo Civer
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posted May 25, 1999 20:13
I don't think there should be a unit workshop in Civ III. Instead how about that your units stats improve once you have discovered a certain tech or after you have built a certain number of units. Tech: Example submarines could be outfited with reactors once nuceuler fission is discovered, this would upgrade their movement. Also after you have built a certain number of that type of unit. The upgrade would be explained that your people now have more expirence developing that weapon and have better training since it was tested in the field and the results analyzed. Archers could get a 1+ attack because longbows have been developed. |
darkgrendel Civer
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posted May 25, 1999 20:25
But what if you want to build a unit QUICKLY, so you don't WANT the upgrade on it? I think you should be able to select when you build something what upgrades you have on it. And personally (except for how crowded it got, but with if they kept Civ2's Build dialogue, that wouldn't be a problem) SMAC's unit workshop. |
Andy B Junior Civer
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posted May 26, 1999 05:54
I think somebody has said this before but not here: How can alpine troops travel across deserts, plains and grassland? |
NotLikeTea Civer
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posted May 26, 1999 07:56
Interesting point.Would giving units terrain bonuses and handicaps be just oo much detail to handle? Tanks with trouble through mountains, forests. Horses travelling best on plains. Etc. |
Diodorus Sicilus Civer
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posted May 26, 1999 10:27
This probably belongs in another thread, but it pertains to the last couple of posts here: Terrain Effects and Types have to be better defined, and it dovetails with Unit Capabilities: There are a host of unit types, whether they are game-defined or player -designed, that have special pluses and minuses in movement and combat vis-a-vis terrain. To use modern examples for a change, Armor (tracked) is notoriously ineffective in "close" terrain" mountains, cities, swamps, forests, etc. This relates to both its movement, which is much slower and much more heavily penalized than that of foot infantry in those terrains, and its combat factors. I always thought of 'Alpine' as representing all the types of modern Light Infantry - and representing them poorly, at that. Lightly equipped infantry forces, like the Ranger battalions, German Jaeger Divisions, everybody's Mountain units in WWII and modern Light Divisions in the US Army, are designed to be easily moved strategically (by air or sea) and to operate effectively in all types of 'bad' terrain - like the list of armor-unfriendly stuff earlier in this post. What's left out is that they are also relatively lightly armed, and unless equipped with light motorized vehicles (which the US Army experimented with right down the road from me at Fort Lewis) they are slower than regular troops on roads, plains, grasslands, etc. Their combat factors are pretty good relative to everything else in the bad terrain, but they get ground up in the open: don't have the heavy firepower of armor or mech. infantry. The reason they do well in the bad terrain is that everyone else's combat factors go DOWN dramatically there, because they can't bring their firepower and mobility to bear in swamps, mountains, cities, etc. None of these terrain effects show up in any of the games, and they skew the unit effects and capabilities as well... |
CormacMacArt Civer
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posted May 26, 1999 15:49
Forgive me if I posted this here already. Perhaps instead of CtP SLAVER unit, have a SLAVE unit. Use him to build my roads, build my bridges, make my coffie. Build at 2x rate, half support. |
Harel Civer
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posted May 26, 1999 16:02
I will say that one more time: SMAC workshop WILL appeer in civ III. why? A. It appeared in SMAC. CIV III will probaly be based losely on SMAC game engine. B. It does make lots of sense, even if you don't agree with it. C. Many people do support the workshop, myself included. D. You dont HAVE to use it. I really dont understand why people care. You don't like the workshop, choose the standard units! Let us the workshopholic get what we want... This way both sides are happy... it's a win win sitution... I don't really understand whats the problem. |
NotLikeTea Civer
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posted May 27, 1999 07:51
That is not true.A) SMAC also had PSI combat.. will CivIII? That the two are based on the same engine (which is not confirmed) does not guarantee perfect similarities. B) This is debatable.. do we really need all the possible units? If a unit we can design is succesful, but was NEVER used in real life, then there is something wrong with the game. I find it hard to believe that a player can top thousands of years of history. SMAC made sense, since it was the future. C) All that matters in the end is if Firaxis supports it. D) Not a valid point. If I don't use the editor, the AI still will, giving them an advantage. Same as in multiplayer games. Besides, most of these situations can be resolved by just having more default units. BTW, I really liked the workshop in SMAC. However, this is not SMAC. Not everything can, or should be transferred. [This message has been edited by NotLikeTea (edited May 27, 1999).] |
Depp Civer
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posted May 27, 1999 12:17
Harel:The workshop in SMAC made all the units look exactely alike, which sucked bigtime. Having chassis types makes that happen, and itīs really boring. You canīt go "NO, heīs attacking me with knigths", but No he is attacking me with..some horse-y kinda unit... whatīs the point of unit graphics if you can't separete them from each other? [This message has been edited by Depp (edited May 27, 1999).] |
CormacMacArt Civer
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posted May 27, 1999 15:19
That's a good point. It is kind of nice to have an idea of what kind of unit your enemy is bringing to bear. |
E Civer
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posted May 27, 1999 15:38
As an addition to units, I'd like to see an improved engineer unit. I already had some home made scenarios with airborne sappers that would drop in and make roads to aid mobility, but what about building obstacles, minefields, and some other combat engineer aspects. They're big combat multipliers. Also there has to be better chem and biological weapons, ones that create one square of pollution or can shift at random (to simulate wind) I noticed logistics is going on on other pages but give artillery and bombers some range or munitions, how often can infantry fight back against arty? I've been fighting to find a way for civii to let ground units carry air so I can simulate rounds... |
St Leo Civer
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posted May 27, 1999 19:23
A workshop a la SMAC will really screw up scenario design. Could one make a middle ages scenario in SMAC? Fat chance.:-)------------------ St. Leo www.sidgames.com/imperialism/ |
EnochF Civer
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posted May 27, 1999 19:52
Oh. Perhaps the argument about a unit workshop wasn't quite as one-sided as it appeared.I get the feeling that Firaxis is probably still on the fence about a unit workshop right about now. It worked fantastically for Alpha Centauri. But the Civ II system of units worked just as well for Civ II. Part of the reason the workshop was so helpful for Alpha Centauri is because thinking up fifty completely new futuristic units is simply too daunting a task. Call to Power tried, and even with its handful of fifteen-odd futuristic units, they came off looking silly. Alpha Centauri sidestepped that by simply snapping bits and pieces together and giving it a name. The six thousand years of human civilization has involved more significant advances than merely snapping bits and pieces together. The evolution of Legions into formations of Pikemen was more than just adding wooden sticks to their arsenal. It was a tactical evolution. Groups of pikemen gathered into square formations, able to point their pikes in all cardinal directions to withstand any enemy charge. Battleships, destroyers, cruisers, carriers, frigates, transports, ironclads... they have different and distinct names for a reason. They're different, inside and out, through and through, in terms of the hull, the armaments, and the crew. You could strip all the weapons off a battleship and use it as a troop transport, but it wouldn't be as effective as a troop transport. You could mount dozens of huge gatling guns on a cruiser, but it still wouldn't be as effective a combat vessel as a battleship. And what if the workshop does give you the ability to construct fantastical wonder-ships, say, AEGIS Battle-Carrier Transports? Well, it creates a schism between the real world, in which such units are fanciful and impractical, and the game world, in which such units are highly desirable for naval superiority. Got a problem? Just take three ABCT's, fill them with nuclear weapons and mechanized marines and watch the enemy fall. And while you're at it, construct a few Stealth Heli-Bomber Tanks, and guard your coastal cities with Submersible Infantry, and conduct your city sieges by parachuting AEGIS Howitzer Para-Tanks into the enemy's territory... bleah! |
Harel Civer
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posted May 27, 1999 20:16
I never ment that the workshop could create "super-units", as you know very well. We discussed that allready. The workshop should allow you to build only things that allready exists now. Then why we need one, you ask? Well, if we will try to put toghter all the different kinds of ships, subs, tanks, planes and infantry we can have, we'll get a very long list. The cIV III kind of workshop suppose to allow you to re-create any unit you wish with ease, and not choose from a pre-set collections of dozens of dozens... which will confuse everyone. Do you want to open up the city menu and see a list of 50 combat units? That's isn't just true for the modern age, it's also true of the middle ages... Do you want a huge list, combining heavy cavalry, light cavalry, rider archers, small bows, long bows, crossbow, knights, riders, scouts... the list is very long. And then you need to remember the different use of weapons and armor by various countries.. The workshop should be fitted to allow small changes into existing models: we'll the new sub prefer infra-red probing or better torpedos? That is the questions that will rise from the workshop, not if it could fly or belch quantum bombs. The work-shop should be a "tweaker" place, to allow us to build the various models and espects of the existing military units. |
Mo Civer
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posted May 28, 1999 01:05
I think the workshop shouldn't be included. Yes you can make a large variety of units if you do include the workshop, but some of the differences are so small that they wouldn't even affect how the unit performs in combat. Are swords man better than macemen or men with axes? All these changes would be big enough to change a one of the unit stats. Are the differences between migs and f14 or other fighters so great as to change the stats for them? To make the graphics easily distinguishable will be much harder with the unit workshop. Like how do you know the difference between a normal sub and one with better torpedos or one with infared probing. The things that I disliked about the SMAC unit workshop are that you couldn't have a transport with attack capability ala frigate in civII, and that it got cluttered with units that are almost identical. |
Alexander's Horse Civer
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posted May 28, 1999 01:23
I'd like a unit workshop after you've moved out of historical time and into the future. After all, my guess is as good as yours as to what future military units there will be.Trash the ski troops, replace with "guard units" of some kind. Also include special forces/commandos with the WWII period units. increase airlift capacity (have hercules style planes) and increase effect of conventional bommbing. |
CormacMacArt Civer
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posted May 28, 1999 09:32
Now there's a good comprimise! Have the workshop a future "advance". It would still be nice to be able to update my phalanx into a legion when I reach the apropriate technology and tactics. |
Mo Civer
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posted May 28, 1999 13:41
Should there be actual air transport planes or should it just be handled with airports and airbases? CivII air transport was a bit lacking. You could only transport 1 unit out of a city with an airport or from an airbase to another city with an airport. You should be able to send and recieve more than one unit per turn. Maybe for play balance you could add a transport cost to it. Also I would like to be able to recieve units at airbases, instead of just being anle to send them. |
EnochF Civer
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posted May 28, 1999 13:47
Mo: Good point. I'm the sort of player that builds airports everywhere and loves inter-continental trade, so I get incredibly frustrated when I want to send my Uranium across the world and can't because I'd already airlifted a handful of tanks somewhere...(Does that belong in the Units thread or the City Improvements thread?) |
Subzero Junior Civer
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posted May 28, 1999 13:53
Well, why not simply put airlift functions in a "transport plane" unit? give it fantastic range, lousy combat numbers, and the ability to carry a unit or two..------------------ "May God grant them mercy. I won't." |
ember Civer
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posted May 28, 1999 16:55
The trasport plane would add another layer of micromanagemnt without improving a players flexibility. I think all air and ground units should be 'deployed'. When a unit is built (i prefer regions and units built by a region) it is placed in a list of units to be deployed. Other units can be added if they have not moved yet. At the end of your turn, you deploy these units. The AI suggests a location for each unit, and you can change it or keep it as is. Deployed units are not combat effeective until your NEXT turn, preventing instant defenses. They are destroyed if attacked. Deployment can only be made to cities, bases, and some naval vessels. cities under siege, bases and ships have a limit to the number of units that can be deployed per turn. You can deploy to allied cities and bases as well.For a historical civ game i think the unit editor is cumbersome. it is too dificult to trim unwanted units, too many variations are available, and they don't have much impact on the game, especially if all it is doing is giving your armour +1 attack (pazers), for an extra row of resources. Units should aoutomatically upgrade. any obsolete unit has a 5% (random number) chance of upgrading each turn. To simulate the economic burden of waging war, units should be supported by gold. Repairs also cost gold. The support cost is unaffected by unit status (1 gold / 20 shileds?) Repairs cost 1 gold per shield worth of repairs. Units repaired in the filed pay full price. At a city they pay 2/3 price and if the city has a barracks/airport/port it costs 1/3 price. ------------------ "Any technology, sufficiently advanced, is indistinguishable from magic" -Arthur C. Clark |
Mo Civer
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posted May 28, 1999 19:39
You shouldn't be able to deploy units to a city under siege. Or to naval vessels except if they are in port. I think upgrades should be handled similar to SMAC where you can upgrade units individually or all at once but have to pay a price for it. You shouldn't be able to upgrade units in the field either. |
jof Junior Civer
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posted May 29, 1999 10:07
I would like to suggest to start 6000BC with one NOMAD(0/1/1) unit: Like a walking city it gathers food&shield&trade from the field it moves to (nothing if fortified in emergency) while trying to explore the neighbourhood. It needs no support and splits into two nomads when the foodbox reaches 20(?). It can only build warriors & (after discovering riding) horsemen (it can't build other units, roads, irrigation, mines, city improvements or wonders). Through the collection of trade points it can gain the early advances fire making, horseback riding, farming, crafting... Once the farming advance is aquired, nomads may build villages or cities. |
TAVIN Junior Civer
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posted May 29, 1999 16:21
some ideas for more realistic ... Cleric in stacked combat +20% (only Theokracy) Despotism, Monarchy units can change the sides (in combat, if there a big unhapenes). |
Mo Civer
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posted May 29, 1999 18:58
I like the idea of the nomads. I think they should be able to build other units too. This will allow a completely nomadic civilization. There has to be a limit to what they can build I would set it at knights. |
Depp Civer
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posted May 29, 1999 19:00
jof: cool idea! |
Shining1 Civer
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posted May 30, 1999 21:47
There obviously needs to be a couple of options here - the default civII designs, in 2D 'cartoon' form, and the unit workshop to allow great looking 3D units from the weapon component system.Hence you get the best of both worlds - scenario editors can introduce new units at will (maybe even allow a 2D weapon component system?), and the best graphics don't suffer for it. But any 3D units should be polygons, not voxhals. Voxhals suck. Majorly. Shining1 |
Giant Squid Civer
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posted May 31, 1999 02:13
Ideas on bombsWe all agree that making some pollution, destroying a few units, and cutting city size in half wan't enough for a nuke. Here's my idea. A-Bomb: Can be carried by a bomber. The bomber has to first attack the city. If it wins, the A-Bomb is dropped (This means that, with enough air defense, it can't get in to drop its payload) When it is dropped, the following things happen. -All units in the city take a random blow to their health. For about half, it's enough to kill them. For the rest, it's enough to make them pretty much useless until they recover. -Two-thirds of the city's improvements are destroyed. -Half of all the people in the city die. -A random number of squares are polluted. H-Bomb Again, must be carried by a bomber, which must successfully attack. The city is wiped off the map, and every square in the city radius gets polluted. ICBM Not even really a unit. When you build one, you "set" it to an enemy city. by using a separate screen, you can choose to fire one (This is a major action, requires your confirmation and that of the Senate, and may cause very large diplomatic problems) The cities it is aimed for are destryoed, but only AFTER getting the chance to fire any ICBMs they have aimed at you. SDI can stop it, but it has a small chance of getting through anyway. |
Mo Civer
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posted May 31, 1999 13:32
The polution that the bombs make should be stronger than the normal pollution. I would suggest it lasts for 10 years and then converts to normal pollution. During those 10 years any unit inside of the pollution will get damaged every turn it is inside. |
Diodorus Sicilus Civer
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posted May 31, 1999 13:55
The reason for having a "unit workshop" - which in ancient/historical times could be called the Armory or Field of Mars - a place where units are put together, is both that there are 100s of variations of historical units and that those variations existed because different civilizations had different requirements for units based on their historical and grographical situation. In other words, as long as you have Random Maps, someone is going to get stuck in a set of terrain that does not favor his historical unit-type, and the player and his civ are therefore automatically Screwed, Blued, and Tattooed. Within the limits established by the technology available, a civ should be able to modify/adopt units to adapt to the situation it faces: if I am playing Mongols in a forested, mountainous area, I am not gong to want Unarmored Horse Archers, I want Legions. And if my sociology/politics doesn't allow Legions, then I want the best infantry outfit I can build for that terrain, and not be limited to Phalanx, which (should be) seriously penalized in rough terrain. SMACs graphic problems do not have to be universal. Let me give some examples of how Workshop and historical units go together: The starting weapons/units for almost everyone in 4000BC are Archer (the bow was a neolithic invention, if not earlier) and Warrior (armed with thrown or thrust spears or club). They have no armor (leather and fur doesn't give any bonuses!). Graphic icons would be a spearman or bowman in brown fur/leather. Discover Bronze Working. Possible Upgrades: Bronze Scale armor, Bronze Shields, Bronze Swords, long bronze-pointed spears. Changes to Units: Archer: Can now be armored in bronze: same icon only now he's got a gold/bronze colored torso. You CANNOT give shields to archers, and giving him both a bow and another weapon would be either disallowed or would penalize BOTH weapons. Warrior: Give him bronze armor, and the torso becomes bronze-colored. He can get a shield, which is an icon change (shield in left hand, round and bronze-colored). The point of his spear can change to bronze. If he has armor, shield, and long spears, he can be formed into a Phalanx, which adds a Banner behind him (showing a specialized Formation as well as weaponry). Phalanxes have increased defense against mounted units, but decreased factors in terrain like woods, mountains, or hills. You can build a brand new type of unit: the Swordsman. The icon would be a barbarian-looking type waving a bronze sword over his shoulder, dressed in leather/fur. Add armor and shield, and he turns bronze and adds the shield icon as above. Armored swordsmen might be limited in that you can only form them if you have a Military Aristocracy in your social forms, but that discussion belongs in another thread. Discover Iron Working Possible Upgrades: Iron Mail Armor, Iron Stabbing swords, Iron-pointed Pikes (two handed spears) Changes to Units: Archer: Change his torso to iron-gray, with texture, and he's now armored in mail. Spearman: Change in armor as above. Phalanx: Upgrade to Pike Phalanx: new icon with figure holding two-handed pike: basic figure shieldless and clothed in leather/fur, but upgrades would include Shield icon, and bronze or iron armor color-texture changes. (NOTE: This represents Alexander's Macedonian Phalanx, it was NOT a Medieval invention) Swordsman: Iron armor, iron sword (color change). If your social/political system allows, either Phalanx or Swordsman with iron weapons can Upgrade to Legion - this icon would have a rectangular shield, iron armor and sword, vexillium banner flying overhead. Now, most of the weapon and armor changes wuld be handled the same way for Mounted Units, but to save space here I'll merely note that by changing color to denote armor/weapons changes, virtually all the ancient infantry units can be accomodated with 5 basic icons plus 2 shield variations. Using color change to show the differences between, say, Steel Armor, Face-hardened armor, and composite (Chobham) armor, 2 - 3 basic icons could show all the variations of modern tanks and APCs and their Upgrades. This does not appear excessive to me, either for the player or the programmers... |
crusher Civer
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posted May 31, 1999 13:56
Slavers should be converted to kidnappers. They can kidnapp leader units or armys not on alert causing disstress in the enemy civ.------------------ "War does not determine who is right,It determines who is left." -Crusher- |
Harel Civer
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posted May 31, 1999 14:30
Diodorus Scilus, what a wonderful summary. As I said, thourthout the ages, armies have been tweeked extensivily, both to fit the terrain and the enemy. I countred the opposition many times, as their dis-agreement seems to follow the same, thoughtless routes.Here are their points: * It could create super units - Favorite poster on this is EnochF. He loves he's lawyer in a sub. The problem is, people don't look too far ahead. It won't be a problem to strict the workshop to only allow possible and reasonable unit setting. * It would be hard to see the difference - Between a sub with infra-red tracking or without said Mo. Who said you could? Who said you should? Can you do that in real life? When you see an enemy sub, can you tell the difference? Beside, it doesnt have the be JUST like smac: they could program a clear unit editor that shows use JUST what you have: see Diodorus post. * The stat difference is too small - also said Mo. Is the difference between an Axe man to a swordman is big enough? Well ofcourse it is! Duh! Civ is about history, not make belive. A sword can pass better thourth armor, a small AP ability. And yes, there is enough diffence between an F14 to other planes ( see F15 ) - like twice the cost, difference ranges and speed... etc. Even with civ static x/x/x system, the difference is big enough to count. * I don't like to use it - Well, don't. You can switch it off. * But then the computer will have an advantge - said NotLikeTea. A good guy, good ideas, but THAT was a bit dumb. Let's see: maybe if you switch it off, the computer can't use it also? Oh, wow, how did I think about that? The workshop can make everyone happy. I said so allready. Does who don't like it: switch it off. Just say no. Just like random events ( we have that voting in the site ), the majoriry says "optional". Don't like? Don't approve? SWITCH IT OFF. SWITCH IF OFF FOR THE COMPUTER ALSO. EVEN THE GUY NEXTDOOR, IF YOU LIKE. But I like it, I want it in the game. Why not? WHY NOT? You can have yours, I can have mine... Let's leave the historical debate, the fun debate, the usefullness debate. Doesn't matter which system is better. You can have them both, and the same time. You can make both sides happy. So why do you still say no? Do you guys must have your way, every time? Besides, I am sure the workshop will appear, as it did so in SMAC and there is no reason to take it off. |
Mo Civer
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posted May 31, 1999 21:02
1. Most subs can be distinguished by there size and by the sound of the reactor and of the propulsion. 2. Men with full aromer and the heavist weapons available will still have the same movement as men with no armor and plain swords because the scale of the game is so large as to make the differences unnoticable. 3. Look at midieval weapons(axes, swords, spears, maces...) they all have slightly different strenghts, but they are all generaly of equal strenght. Almost all of them will kill or sevearly injure you if you get hit, even with armor on. 4. If you want to include all of the different weapons and armor throughtout history there will be so many that you'll discover a new weapon right after you have built a new unit with an old one. 5. How would you represent tactics in the workshop. Units like phalanxes their tactics are as important as their weapons and armor. And their tactic won't be aplicable for all other units. 6. How would you create units with two or more weapons.(ex Musketeers were more than guys with only muskets they also had swords) The Alpha Centauri workshop wouldn't allow units to transport troops and have offensive capabilities.(CivII frigates) I think the unit workshop doesn't fit historical units. There are several problems arising when you try to make historical units using the workshop. I would also make it harder for mod pack designers because they can't draw a new unit since it is comprised of many little parts stuck together. I would suggest the compromise suggested earlier that the unit workshop would come into play later in the game when the game goes into the futur. The unit workshop is such a major part of the game that if it is included the only way to realisticaly switch it off is to just ignore it and use the auto designed units, but the workshop will still be there. |
Jason Beaudoin Civer
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posted June 01, 1999 11:20
I would like units to function more dynamically than the ones that we've been seeing in other games of this nature.I know that it has been said before, but I'd like to stress here that it would be great if certain units were more effective against a distinctive type of unit. It would be nice if artilery would be very effective against infantry units, but almost useless against tanks; alternatively, it would be great if an anti-tank artilery piece could hold it's own against a tank. We've seen that a little in CIV II and SMAC where an infantry unit is more effective against cities. Now it's time to take it a step further. It would also be nice to expand the active defence principle and the ranged defence. Tactically, it would be great if one could place an infantry unity on the front line, an artilery piece behind it, and an anti-air defence unity behind the artilery piece. The artilery and the AA gun would have a defensive cover of one square all around it, meaning that if a unit beside it is attacked, it will fire upon the unit attacking. I believe that an improved combat system to the game would vasty improve the overall appeal of Civilization. |
Diodorus Sicilus Civer
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posted June 01, 1999 12:04
"Musketeers had swords..." But they were called musketeers, or fusiliers, after their Primary Weapon, Modern infantry carries bayonets and hand grenades, but they are Secondary to their primary weapons, and since this is a Strategic Level game, we can and will ignore all the secondary stuff. The truely multiple-armed ground troop is very rare historically. As for Sea Transports with combat ability, in fact the current Civ games combine all sea units most unrealistically. The Trireme had no cargo capacity at all, and neither did a Frigate: they werre purely warships. The Cog of late medieval times, a major increase in maritime capability utterly left out of all the current games, was the first ship to combine cargo and combat: it carried up to 200 tons cargo, and had high "castles" fore and aft in which archers and engines could slaughter its foes. As for the Workshop concept making it impossible for scenario designers, it actually makes it easier to design specific units for you scenarios. You want a scenario based on Tokugawan Japan? Design a foot unit with steel plate armor, steel sword, Elite Morale = Samurai. Add that unit to the various Japanese factions. Add a Mongol player with Horseman plus Iron Armor, Composite Bow, Veteran Morale. Disable/Turn Off the Workshop. Start the game. Play Kublai's invasion, or whatever. Make up variations with Portuguese/Spanish arriving with Musketeers and cannon-armed ships. You can make up any specific historical unit or Fantasy unit for any scenario with a properly designed Workshop, as opposed to having to fiddle with factors of existing units to get what you want. If you want very specialized icons/graphics, OF COURSE you will have to paste them in yourself: the game can't provide everything, but it can provide a much better basis for customization than it has now... |
EnochF Civer
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posted June 01, 1999 13:06
The military workshop is a spectacular idea. I think someone should design an entirely new game based on it.But please keep it out of Civ III. |
Harel Civer
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posted June 01, 1999 16:15
Well, let answer Mo: 1. did you read what I said? I said you can't tell the difference between a sub with infra-red tracking from one without. You still can't. 2. Maybe change the interface of CIV to bigger maps, so infantry would move a few boxs per turn, allowing for changes in the stats. 3. They still differ. You can add AP to some, others can do bigger damage, some are more accurate. 4. Same things with computers, obselte the moment they come out. you still build them, nien? 5. How about adding formations section, or place it in the special ability section ( tactic: orderly, tactic: legion, tactic: geurrila, etc. ). 6. Ah... hmmm.. thats a toughy. I KNOW! Make the workshop have the options for two weapons? Legions: sword+shield... etc. Now, THAT a brain-storming. Same thing with Frigate ( Man-o-war, btw. Those were the carrier of goods and cannons ), one weapon is transport, the other is cannon. A unit with two weapons get a minus to movement.About unit-making, I think scilous covered that beautifuly. BTW, EnochF, I will say this for the last time: want it out of the game? Turn off the option in the rules, that will dis-allow it for you and the comp. |
ember Civer
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posted June 01, 1999 17:12
I personanly think taht a unit editor is a bad idea for historical units. It will get too complex, every hull will need its own selection of weapons/armour. The only thing, if any, that is editable should be some special abilities.Have a cruiser, can add a ASW mod (spots subsd, can bombard subs), an AGIES mod (x2 vs air, acitve defends against air), a CRUISE MISSILE mod (+2 range of attack, carries 2 missile units), a HEAVY GUN (+4 att) mod or a NUCLEAR POWER (+2mp). maybe max of two of these. ------------------ "Any technology, sufficiently advanced, is indistinguishable from magic" -Arthur C. Clark |
DarthVeda Civer
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posted June 01, 1999 22:56
Instead of the Unit workshop as in SMAC, the traditional approach taken in Civ2 can be used.Firstly, a new build option would apprear in your city menu if you had units in the city. You could upgrade these units for a minimum cost of 2 rows of shields, plus the absolute value difference of each units cost. (Say upgrade a cruiser to a carrier, 2 rows of shields plus the 8 row difference = 10 cost). Cheaper than building a whole new unit, but not exactly easy. You could do a que build for this, as in "change all my Phalanx in City/My Empire to Marines", in all your cities, the build que would fill with the new upgrades after the current project. Capitalization would be automatically deleted from the build que of course. Having a unit editor like SMAC would turn Civ 3 into an uneditable (for scenario purposes) piece of crap in the unit departments. Unless of course, the units were 2d sprites instead of this nice-looking, but very annoying 3d shtuff. |
yh30264 Junior Civer
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posted June 02, 1999 08:38
I like the idea of a workshop, which can allow you to upgrade your units and modify your units, for specific requirements.I think they should be distinguisable from unmodified units as knowing what the capabilities of a unit are, before you attack it, is a key part of the strategy of combat in civII. I'm aware that you don't know a unit is a veteran but that the difference is only one modification (increased attack/defense strength) These units could have a number of modifications, which you won't know about unless you have a sign (ie different colour). Like everything with civ3, we are looking at evolution, not revolution... I enjoy playing civ2. I thought I'd enjoy playing ctp... but found that they had changed too much and lost the spirit of the game. I'm back playing civ2. regards, Glenn |
Ecce Homo Civer
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posted June 02, 1999 08:48
Airships!They could be used for bombarding, surveillance or luxury passsenger transportation. |
Flavor Dave Civer
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posted June 02, 1999 14:01
There has been alot of discussion about units losing experience. Bad idea!!! Doing this would tilt the game very heavily toward warmongering, esp. in the modern era. In the ancient era, a phalanx "loses experience" when pikemen become available. And more when you discover gunpowder. OK, so say you have Leo's. Well, you lose vet status, then, don't you?I want the option to build 10-12 awesome cities, and sit behind my walls making money and discovering techs, without having to worry about my nearly-unbeatable vet. pikeman behind city walls (with an archer to take out any catapults that walk up) losing experience, and becoming very beatable. No, with this change, I'll have to constantly "move the front" by conquering. Of course, the far larger issue comes in modern times, when my vet. rifleman in a coastal fortress will do well even against cruisers. This sounds like a neat idea, and it is in the very narrow confines of accurately modeling warfare. But when you think of how warfare fits into the whole game concept--BAD IDEA!!! The MASH unit, which could instantly repair a unit in the field, is a great idea. |
Harel Civer
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posted June 02, 1999 14:59
Ok, I think I should, once and for all explain how I see the Workshop, or the Tweakshop, the much more suitable name. This shop is ment to do what SMAC started: allow players much more finer control on thier empires. Same people love to have the old historical units, and nothing more. However, how much control that gives you? How can you choose to shape your nation into something that is yours? Everyone can build knights... you want to stand out. This is what SMAC did, and CIV III will refine this even more. The tweakshop will be based on the old units, but you could do SMALL changes to them. Those changes will not be as drastic as the SMAC ones: no +100%, +50%, but small and subtle changes. The difference that only a smart emperator can take into he's hands. You can STILL PLAY WITHOUT IT, and even if you play with it, the difference would never be great. Just the ability, which will add fun, finer control and realism. The cost? Nothing. It won't be hard at all to design new units. Just see what I have in mind, and you'll see that it just needs to enter a few more stats then: offence, defence, movement, cost and support. A few. Here is the design: * Select chassis: Infantry Plane Helicopter Subs Ship Wheeled Animals * Below it, chassis movement: Infantry will choose things as special movement bonuses over terrain. Wheeled can be anything from catapult to tanks. Select: Carried, Powered, Chariot, etc. Animals will choose from the array of animals, as horses, elephents and such. Ships can be from sails, by steam engines to nuclear powered. * Armor ( by the chassis type ) * Defence enhancment, below armor. * Weapon number 1. * Weapon 1 enhancment ( below it ). * Weapon number 2. * Weapon 2 enhancment ( below it ). The weapons, for infantry, can be swords, spears, shields, etc. For example, the weapon can be sword, the enhancment: sumari sword ( AP, a bit more damage ). For ships this can be transport. An air-craft carrier will use transport as weapon, and Plane-decks as enhancment, stating the cargo would be planes. * Tactics ( select tactics, which gives a bonus to the unit ). Navigation would give extra speed, offensive tactics to offense , etc. * And special abilities, to everything that was left out. A catapult would be a wheeled, carried chassis with catapult as main weapon. Simple, no?This is not hard to implament, and with more fine-tuning this could show the wide array of weapons along history. You didn't just have cavalry, you hard ALL kinds of cavalry. |
VaderTwo Civer
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posted June 02, 1999 16:20
I like the idea of the unit workshop, however, it was a little tedious in SMAC. The only problem I have, and I challenge someone to solve it, is once gunpowder comes what is the armor/defense rating based on? Aside from Kevlar, no one has used armor since the conquisadors and yet if you had a group of archers versus a group of marines, the marines would easily win because of their additional firepower, range, and rapidity of fire. |
Harel Civer
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posted June 02, 1999 16:27
Well, I allready suggested that the new combat model will combine rate of fire and accuracy. However, the solution is quite simple: a bullet doesn't so, in the end, MUCH more damage then an arrow. However, it IS more accurate and fire faster. I suggest that gunpowder weapons will have a high AP ability ( armor piercing ) with will negate armor. Kevlar will have a high level of armor rating, plus AA, active armor will reduce offensive weapons AP ability. Problem solved. |
Mo Civer
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posted June 02, 1999 18:26
I would rather have a bit toned down version of the unit workshop. You get all the normal units preset. For each unit you have a few modifications you can make. Most of the you wouldn't have to research. Example: You discover Steel which allows you to build crusiers. You can add antiair guns to your cruiser and make it agis cruiser. You can also sacrafice some armor to make the ship faster. Or you can a helicopter landing pad which will allow it to refuel helicopters. These modifications will either have a downside trading armor for movement, or they will increase the cost. Some modifications will have to be researched(ex. anti air guns for crusisers, longbows ...) |
Diodorus Sicilus Civer
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posted June 02, 1999 18:51
Defense in Gunpowder Times: Dupuy's "Numbers, Predictions & War" noted that the Dispersion Factor - the amount people sarted spreading out to avoid being a Good Target, increased dramatically throughout history. Specifically, and I sent this off to the Clash of Civ thread, there are 'Singularities" where the Dispersion increases by an Order of Magnitude or more. Here are the Dispersion Factors by period: Ancient Medieval: 1 Napoleonic Wars (muskets) 20 US Civil War (Rifles) 25 WWI (machineguns) 250 WWII (Tanks, aircraft) 3000In other words, your musketeers, instead of armor, rely on much thinner formations and making themselves, as an army, less of a target by about 2 x an order of magnitude. With automatic weapons and mobile heavy weapons (WWI and WWII, respectively) this dispersion goes up by another order of magnitude or more with each change of weaponry. Unfortunately for the troops, the massed muskets and more modern weapons do much more damage than arrows: there are accounts of crusaders with 15 arrows sticking in them and their armor and coming back from the battle, while there are no accounts of soldier | |