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Topic:   POLL: No Unit Workshop in Civ3 Format for Better Printing
MarkG
Apolyton CS Co-Administrator
Greece
b.02-15-99
posted February 03, 2001 07:08   Click Here to See the Profile for MarkGClick Here to Email MarkG  send a private message to MarkGSend a Message to UIN: 2865183 Visit MarkG's Homepage!
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results here http://apolyton.net/cgi-bin/ubb-poll/poll.cgi?action=ShowResults&id=18

and at the second page
[This message has been edited by MarkG (edited March 06, 2001).]

Roman
Prince
Bratislava, Slovakia
Sep 2000
posted February 03, 2001 07:19   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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Good, I am happy Unit Workshop did not make it into Civ 3.
tniem
Prince
Grand Rapids
Apr 2000
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Probably the smartest thing as it would be hard to balance a Unit Workshop when you have advances varying from Bronze Working to Advance Flight.

I did however like the Unit Workshop in SMAC and hope for some type of varying units in Civ III.

bagdar
Warlord
Turkey
Jan 2001
posted February 03, 2001 13:22   Click Here to See the Profile for bagdar   send a private message to bagdar
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so am I, first of all, as Dan too has pointed out, Civ covers too long a period for the workshop to make sense. If it was in the game, it'd be inconvenience to the nth degree, and I wouldn't spend that much time with units. I'm sure the new combat model won't make anyone regret the decision.
EnochF
Prince
Seattle, WA
b.02-15-99
posted February 03, 2001 19:41   Click Here to See the Profile for EnochFClick Here to Email EnochF  send a private message to EnochF
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Whew...

That was close. One tragedy avoided.

DarkCloud
King
of Clouds
Jul 2000
posted February 03, 2001 20:16   Click Here to See the Profile for DarkCloudClick Here to Email DarkCloud  send a private message to DarkCloud Visit DarkCloud's Homepage!
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There should have been a unit workshop...
Nikolai
Warlord
Bergen, Norway, Hordaland
Oct 2000
posted February 04, 2001 04:38   Click Here to See the Profile for NikolaiClick Here to Email Nikolai  send a private message to Nikolai
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Yes, it should,DarkCloud, it should.....
Ralf
Prince
Sweden
Mar 2000
posted February 04, 2001 05:21   Click Here to See the Profile for Ralf   send a private message to Ralf
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When it comes to units; I like being forced to choose between stand-alone take-it-or-leave-it choices. Less micro-managing. Also; creating new units in scenarios becomes much easier.
Adm.Naismith
Prince
Milano - Italy
Oct 1999
posted February 05, 2001 04:34   Click Here to See the Profile for Adm.Naismith   send a private message to Adm.Naismith Visit Adm.Naismith's Homepage!
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What a pity, they missed the opportunity to improve the Unit workshop concept.

Staying with defined units is only a shortcut for some design and development trouble.
Yes, we can have personal unit added tweaking txt and gif, but how many players will bother to use this feature? Only a regular flow of units, coming for free from the Firaxis Download site, will make this useful to a large number of players.

BTW, in real life military units are usually "upgrade" of previus existing units, and often mix&match of previus shields, weapons, etc. just adding something new (and a new tactic to better use it).

We should need some program limit to avoid silly mix (eg. longbow on a tank) but we would have more flexibility and a more interesting unit development.
To avoid much micromgmt we can still have predefined "key units" as legion, dragoon, paratrooper, etc. so uninterested players can live with them without much hassle.
Never mind, this has been discarded (and of course the first bunch of unit displayed was already an hint of "no workshop" feature) and we must live with it.
Making a poll about it is a bit "nonsense", IMHO, given the only answer pro workshop is "I want it": it's only a "make a rant" engine

------------------
Admiral Naismith AKA mcostant

Grumbold
Warlord
London, UK
Mar 2000
posted February 05, 2001 10:05   Click Here to See the Profile for Grumbold   send a private message to Grumbold
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I'm in favour of the unit workshop, but only because I can't see any other way they can easily include enough different units to give different people tactical approaches that suit their style. Every player in a 8 sided game fighting with identical armies gets very boring. Now if they manage to produce lots of troop types for every historical period I'll take it all back and admit the workshop was superfluous.
[This message has been edited by Grumbold (edited February 05, 2001).]
DrFell
Warlord
England
Sep 2000
posted February 05, 2001 17:52   Click Here to See the Profile for DrFellClick Here to Email DrFell  send a private message to DrFell
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Thank god, no unit workshop! I hated it in SMAC and i'd have hated it in civ3... probably
vonManstein
Settler
London, Ontario, Canada
Feb 2001
posted February 05, 2001 17:56   Click Here to See the Profile for vonMansteinClick Here to Email vonManstein  send a private message to vonManstein
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I'm glad with their choice.

The problem with "Unit Workshops" are that every unit feels inherently the same to each other. They look the same (save a few features) and aren't unique.

To try and have a system that would allow for unique graphics for every tech. advance in the workshop would be quite a task.

Lets just hope they do the units well.


Spelt "inherently" wrong
[This message has been edited by vonManstein (edited February 05, 2001).]

DarkCloud
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Jul 2000
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The new Unit Workshop should have placed more empathis on formations such as "Phalanx" etc and shied away from making them units per se.
cyclotron7
Chieftain
California
Jan 2001
posted February 06, 2001 12:24   Click Here to See the Profile for cyclotron7Click Here to Email cyclotron7  send a private message to cyclotron7
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I'm glad there is no unit workshop, but I am intrigued by the idea of combining a unit with a formation. Perhaps certain formations could be researched as well as units, some only available to veteran units. That way you could increase unit diversity without the confusing unit workshop.
Zakalwe
Settler

May 99
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I think this is good news, particularly concerning solo play. One of the major problems with SMAC AI was its almost total inability to use the unit workshop to its advantage. With fixed units, the AI is more on the same footing with human players.
It would have been nice for MP, though...
Aredhran
Prince
Geneva, Switzerland
Apr 99
posted February 07, 2001 11:12   Click Here to See the Profile for AredhranClick Here to Email Aredhran  send a private message to Aredhran
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While I absolutely loved the workshop in SMAC, I'm not sure it would be a good thing to have in Civ. I think we're better off without it.

Aredhran

Biddles
Prince
Melbourne, Victoria, Australia
Mar 99
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I don't think that the unit workshop added enough to the game. The only thing I ever used it for was to make water probe teams and to upgrade my units. If anyone can come up with uses for the UW I would reconsider my position but it will just be annoying unless it is actually useful.
Trachmir
Chieftain
Miami, Fl USA
Dec 2000
posted February 08, 2001 17:51   Click Here to See the Profile for Trachmir   send a private message to Trachmir
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I agree that the Unit Workshop in SMAC was flawed... the main reason was that all componets were linear, one being obviously superior to the other. Thus it was only used to upgrade to the "latest and greatest".

Despite that, I feel that CIV3 should of used the unit workshop... not as it was in SMAC, but an improved version that gives you true choices, not simply a way to upgrade. If the "componets" in SMAC actually did diffrent things, as well as give disadvantages not just clear improvements, it would of been much better.

For example, in CIV3 your ancient infantry units could of had the choice of weapons:

Mace: High CRUSHING Damage, poor armor penetration, cheap, slow "rate of fire", poor defense

Sword: Good Damage, Fair armor penetration, Expensive, moderate "rate of fire", moderate defense

Polearm: Excelent Damage, Good armor penetration, Moderate cost, very slow "rate of fire", good defense, reduces unit's movement

Compound Bow: Good PIERCING Damage, Fair armor penetration, moderate expense, Ranged Attack, Slow rate of fire

etc.

For armors:

Leathers: no speed reduction, low cost, low protection
Scale: some speed reduction, moderate cost, moderate protection
Chain: some speed reduction, High cost, low protection vs. PIERCING damage, Moderate protection vs. Crush, High protection vs. others
Plate: Major speed reduction, Very High Cost, High Protection but reduces defense! (vision is restricted)
etc.

Plus: Shields/Mounts/Barding/back-up weapons (not all archers were wimps in melee, and knights carried a lance & a sword)/Special Trainging (formations/sappers/etc.)

See, if CIV3 used a workshop similar to this, you would have real choices and then could customize troops to fit your play style/vision of your nation (plus you would get a lot more than cookie cutter)

and ofcourse tech would be restricted on certain chassis, so there wouldn't be pikes on F-15's!

But in the end, I guess we'll never know... I just hope CIV3 has enough units in it to allow for diversity... (and looking at pics for Migs and F-15's, plus 2 diffrent tanks gives me some hope on this)

cyclotron7
Chieftain
California
Jan 2001
posted February 08, 2001 18:16   Click Here to See the Profile for cyclotron7Click Here to Email cyclotron7  send a private message to cyclotron7
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Ummm... what you just said sounds like an RPG. I'm not sure if I would EVER play a game that complicated, especially not a Civ game. The amount of time all that would take would be colossal, and hugely slow the game down.
Adm.Naismith
Prince
Milano - Italy
Oct 1999
posted February 09, 2001 10:28   Click Here to See the Profile for Adm.Naismith   send a private message to Adm.Naismith Visit Adm.Naismith's Homepage!
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We don't need to add so many detail as Trachmir suggested in enthusiastic example

Still we should have, for every "chassis", a mix of available armour/weapon/special skill or tactic, each with strong points and weakness.

At the change of era some combo will become obsolete - e.g no chain armour available for marine -

I don't think we need ten armour each era; we should have (I don't care for proper name, I'm letting room for historic expert here):
no or light armour,
medium armour,
heavy armour

short weapon (dagger, sword)
long weapon (pike)
long range weapon (bow)

and so on.

On modern time you can have available armour changed in
flak jacket
kevlar/compound jacket

The difference with CIV II defined unit type are:
- that you can have more smooth transition, making components available step by step on the whole tech tree
- that you must balance more carefully enhancement over limits (e.g. heavy armour will better protect but slow your troop, too), while in CIV II (and in SMAC II, building cost apart) the last discovered is probably the best of all existing units.
If you look carefully at SMAC manual you can see Firaxis tried to add different effects to every armour/weapon (some are effective against some kind of weapons only), but they discarded the whole thing during beta test (too complex? too buggy? only heaven knows).

Unit workshop should be replaced by "Formation (stack) order" as someone suggested, but I'm not sure to like taking care of that tactical detail before every battle: I mean, is more like football (soccer) tactics, you must change them according to enemy you are facing.

Well, I suppose this let us with the only hope Firaxis will give us enough different Units effective in the same time period, i.e. not only one defense and one attacker unit good for every age.

------------------
Admiral Naismith AKA mcostant

Grumbold
Warlord
London, UK
Mar 2000
posted February 09, 2001 11:55   Click Here to See the Profile for Grumbold   send a private message to Grumbold
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I like the idea of formations but really most troops only have one sensible formation. If we have no unit workshop it is really up to Firaxis to produce units that have different effects rather than just being better all round. Light infantry skirmishers for scouting and rough terrain. Heavy infantry and cavalry for open terrain. Phalanx slow but superior against cavalry etc. Armies are made up of different units of specialists for a reason.
Zeevico
Chieftain
Melbourne, Australia
Dec 2000
posted February 09, 2001 19:54   Click Here to See the Profile for ZeevicoClick Here to Email Zeevico  send a private message to Zeevico
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I envision combat with a few simple formations. ie:
Ancient combat with cavalry (something should be in between knights and horsmen), archers and phalanx on each side, both equal. these three units would use formations with each other and rely on the others support o defeat the enemy. here's a typical battle:
you army marches up to the battlefield, with the phalanx defending the archers and the cavalry ready to charge. The enemy seems to have taken an all offensive approach, with its swordsmen breaking from phalanx and going offensive. The battle begins!
Your cavalry charges as does the enemies, with the swordsmen lagging behind. Your archers take advantage and pound the swordsmen. Swordsmen take 50% damage. Enemy cavalry takes 5% damage. Friendly cavalry takes 10% damage (friendly fire). the swordsmen retreat, panicking and deserting the enemy (there is a 10% chance this happens if enemy is heavily damaged in one hit). Your cavalry is fighting a gradually losing battle and is being pushed back. your phalanx takes position for any attack. your archers are near useless, and any attack against the enemy may hurt you more than them. You decide to attack anyway. Luck is with you, and you only take 5% ff (friendly fire) while you damage the enemy by 20%. However, enemy cavalry had seriously degrade your cavalry before that.
Round summary:
Your cavalry take 30% damage, is now on 60%
Their cavalry takes 30% (equalised by the archer attack) and is now on 65%. You decide to fire with our archers again and are heavily succesful! the enemy cavalry takes 50% damage and is retreating at full pace, as is the enemy archers. your swordsmen begin to attack the damaged enemy cavalry while your cavalry destroys the enemy archers.
Battle summary. Your archers: 100% Your swordsmen: 95% Your cavalry: 45%
Their archers 5% (retreated succesfully). All other units destroyed. Any good?
joseph1944
Chieftain
Napa, Ca. USA
Jul 2000
posted February 10, 2001 02:46   Click Here to See the Profile for joseph1944Click Here to Email joseph1944  send a private message to joseph1944
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With a unit workshop maybe we could have done the same thing that the USA has done over the years. Take the M-4 Sherman Tank. It came out with a 75mm gun, was later given a 76mm and then even later given a 90mm gun. Also the chassie was used for lot of other vehicles. The same with M-46 which became the M-47 (new turret), the M-48 which became the M-60 and eventually the M-60A3 with the 105mm gun, which btw the U.S. Marines slaughtered the Iraqs Republican Guard T-72 and T-80s at the Kuwaitie airport in the gulf war. And now the M-1A1 with a 120mm gun. We did not loose a single one to action in the gulf war. Some say the best tank in the world.
when someone walks into a store and puts his/her money down on the counter and buys the game, goes home and wants to build a M-1 chassis with a bowman standing in it, who should care, it is their game and they're not harming anyone else.

------------------

Biddles
Prince
Melbourne, Victoria, Australia
Mar 99
posted February 10, 2001 21:18   Click Here to See the Profile for BiddlesClick Here to Email Biddles  send a private message to BiddlesSend a Message to UIN: 20518789 Visit Biddles's Homepage!
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But is the unit workshop going to add to the game? That is the $64m question. People who don't want to use the workshop are going to demand that firaxis include prefab units, firaxis will comply, and we will all end up playing with the prefab units (except for our diplomats that have iron armour and the special ability of non-lethal methods) because we will realise that although the broadsword and the steel plate are te best offensive and defensive weapons to date, it isn't worth the cost of putting them into one unit (SMAC behemoths, good, but you pay through the nose for something that isn't really that neccesary).
Urban Ranger
Emperor
The City State of Noosphere
May 99
posted February 11, 2001 10:00   Click Here to See the Profile for Urban RangerClick Here to Email Urban Ranger  send a private message to Urban Ranger
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Part of my reply posted on another thread.

quote:

Originally posted by Urban Ranger on 02-05-2001 12:07 PM
One of the best features of SMAC is the unit workshop. It allows you to build customised units to tackle a situation. I don't see why that would cause such a problem in Civ 3. For example, maybe I want to build some defensive units with pikes and heavy armor at the expense of their speed. Why can't I? Right now in Civ 2 an English Phalanx unit is exactly the same as a Chinese one. Why is that the case? That's more unrealistic than having each civ design their own units according to their situations. For example,

Okay, we have a bunch of iron mines around here, but we don't have many horses. Why don't we make armor for the horses so they get protection?

It just makes sense.


Urban Ranger
Emperor
The City State of Noosphere
May 99
posted February 11, 2001 10:10   Click Here to See the Profile for Urban RangerClick Here to Email Urban Ranger  send a private message to Urban Ranger
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Part of my message on yet another thread.

quote:

Originally posted by Urban Ranger on 01-15-2001 11:46 PM

I think the unit workshop in SMAC has almost the perfect combination. What I think would be the best is for a unit to have, on top of the basic "frame" type: one armor slot, one movement slot, two weapons slot, two special slot, and a doctine slot.

For example:

Ancient Skimisher
Basic Frame - infantry
Movement - foot
Weapon 1 - short sword (bronze)
Weapon 2 - short bow
Armor - leather
Special 1 - wilderness survival
Special 2 - none
Doctrine - skimisher

Modern Special Force Unit
Basic Frame - infantry
Movement - foot
Weapon 1 - light arms
Weapon 2 - espionage kit
Armor - bulletproof vest
Special 1 - wilderness survival
Special 2 - combat insertion/extraction
Doctrine - special forces



cyclotron7
Chieftain
California
Jan 2001
posted February 12, 2001 15:44   Click Here to See the Profile for cyclotron7Click Here to Email cyclotron7  send a private message to cyclotron7
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Okay, that may be interesting (ooh! My marines have wilderness survival training!) but what use is it? How will all this junk and doctrine and stuff affect the game at all? This sounds like an RPG, not Civ! If it has no use, there is no reason to tack additional meaningless details onto CivIII.

Face it guys: Firaxis made the decision (right decision, IMO) to go against unit workshps, and that's it. Live with it.

Roman
Prince
Bratislava, Slovakia
Sep 2000
posted February 12, 2001 16:15   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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quote:

Originally posted by cyclotron7 on 02-12-2001 03:44 PM
Face it guys: Firaxis made the decision (right decision, IMO) to go against unit workshps, and that's it. Live with it.


Indeeeeeeed!!!!! But you should still let people voice their opinions about this. That's what these forums are for.

cyclotron7
Chieftain
California
Jan 2001
posted February 12, 2001 18:27   Click Here to See the Profile for cyclotron7Click Here to Email cyclotron7  send a private message to cyclotron7
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By all means, do. Who am I to stand in the way of free speech?
Roman
Prince
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Sep 2000
posted February 12, 2001 19:33   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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Actually I agree with you, so I will leave that to "the others".

PS.
If they check out the response from Firaxis (Dan Magaha) on the thread dealing with flexible units, they might sto complaining too.

cyclotron7
Chieftain
California
Jan 2001
posted February 12, 2001 20:13   Click Here to See the Profile for cyclotron7Click Here to Email cyclotron7  send a private message to cyclotron7
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Where is this response? Sounds intersting...

And, anyway, to all the people who are for unit workshops and such: Don't get me wrong. Unit workshops are a great idea, I just don't think they would help Civilization. Some of the ideas would be fantastic for some other games, but I think a Civ game is too long term for this and the workshop would become a needless detail.

Youngsun
Prince
Darwin,NT,Australia
Jan 2000
posted February 13, 2001 03:14   Click Here to See the Profile for YoungsunClick Here to Email Youngsun  send a private message to Youngsun
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Bye bye "mobilisation idea"!
Bye bye "Arms trade idea"!
Bye bye "better representation of socio-economic impact of war"!

Wait a minute! If there is any way represent stockpiling arms and recuriting combat personnel, unitworkshop may not be a necessity.

I find SMAC unitworkshop quite uninspiring and boring and there were a lot to improve(the potential was limitless)but Firaxis gave verdict not based on their poor perfomance in SMAC and blaming unitworkshop itself as scape goat? come on!

People don't like unitworkshop why? It was Firaxis's poor design, uninspiring graphics and cumbersome interface with so many useless prototype things! not because unitworkshop was fundamentally bad.

There are so many to represent unitworkshop but Firaxis pursue only one choice which is

1.design a unit
2.unit type produced: prototype
3.produce a unit based on prototype
4.make variation of the unit: editing of prototype
5.produce a unit

This way produces problems of frustration from people since we are restricted to produce unit based on prototype and every type should be managed. how inconvenient!

so is there any alternative to that? sure!

1.produce predefined weapons such as rifles
2.stockpile them
3.recruite men
4.make a unit by mixing a weapons and men
5.done!

There are no prototype or type to manage every time and no need to upgrade unit type. Just produce and mix! That's all and every time(likely to be war time)you make a unit for your custom need.

Come and visit my "unitworkshop module list" thread and see what I have done.
[This message has been edited by Youngsun (edited February 13, 2001).]

Roman
Prince
Bratislava, Slovakia
Sep 2000
posted February 13, 2001 05:49   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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People, you cannot expect all your ideas to make it into Civ3. I think cutting this particular one was wise.
shimmin
Chieftain
Illinois, USA
Sep 1999
posted February 14, 2001 07:28   Click Here to See the Profile for shimminClick Here to Email shimmin  send a private message to shimmin
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Basically, it seems that Firaxis' decision summarizes more or less like:

1) SMAC's unit workshop may have added a fair degree of tactical depth and variety that was missing in the civs, but graphically, it was pretty uninspiring.

2a) Being the game designs gods we are, there is NO WAY a unit workshop could possibly be done in a more inspiring way than we did it in SMAC.
-OR- (your choice)
2b) Being the game design sluggards we are, there is NO WAY that if we were going to use a unit workshop, we would pass up the opportunity to reuse the code from SMAC.

3) Therefore, we won't have a unit workshop. Besides, as long as the units look really cool, no one will care that there's more or less no way to be innovative with your military tactics. Aren't eye candy and mod packs so much more important than game depth anyway?

cyclotron7
Chieftain
California
Jan 2001
posted February 14, 2001 18:11   Click Here to See the Profile for cyclotron7Click Here to Email cyclotron7  send a private message to cyclotron7
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quote:

Originally posted by shimmin on 02-14-2001 07:28 AM3) Therefore, we won't have a unit workshop. Besides, as long as the units look really cool, no one will care that there's more or less no way to be innovative with your military tactics. Aren't eye candy and mod packs so much more important than game depth anyway?

Actually, I think they realized that unit workshops were the real eye candy. I'm glad they diodn't resort to them and stayed with basic units. I am glad they did not sacrafice the very game depth you speak of for frivolous unit templates and the limited and unrealistic scope of unit workshops. And tactics will probably be actually quite innovative, now that we know the AI will actually be able to use the units (I was afraid of the AI ineptitude in SMAC). I think the only people who will be un-innovative are the ones who will not buy Civ3 just because they'd rather mope about unit workshops. Firaxis is not lazy or does it have delusions of grandeur; maybe they just know what they are doing.

------------------
"Any shred of compassion left in me was snuffed out forever when they cast me into the flames..."
- Marsil, called the Pretender

Roman
Prince
Bratislava, Slovakia
Sep 2000
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Most excellent response, cyclotron 7.
Krippled
Settler

Feb 2001
posted February 14, 2001 22:29   Click Here to See the Profile for Krippled   send a private message to Krippled
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I liked it in SMAC - I mean how cool was a colony pod attached to a plane chassis? I mean, it rocks for colonising islands, non-attached land and also for hedging your opponents in. Beats the heck out of moving a normal colony pod. I think it will much reduce the fun of getting new tech's. Another thing I liked about it was always the fact that your opponent (and I'm talking network...) never knew quite what they were about to be up against

Having said that I can see why they can't do it in Civ3 with the unit animations. The question is what would I like most? Short term probably the animations, long term unit development.

Urban Ranger
Emperor
The City State of Noosphere
May 99
posted February 14, 2001 22:46   Click Here to See the Profile for Urban RangerClick Here to Email Urban Ranger  send a private message to Urban Ranger
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quote:

Originally posted by cyclotron7 on 02-12-2001 03:44 PM
Okay, that may be interesting (ooh! My marines have wilderness survival training!) but what use is it? How will all this junk and doctrine and stuff affect the game at all? This sounds like an RPG, not Civ! If it has no use, there is no reason to tack additional meaningless details onto CivIII.

What a well thought out response

All these different trainings and doctrines of course will give units various abilities.

Right now, the Civ model is unrealistic. Think about it, putting a unit in the middle of nowhere, and it is going to suffer various sorts of ill consequences such as loss of morale, combat strength, and so forth. When you put a bunch of men in a jungle and they will suffer. If your unit has Wilderness Survival, though, it will suffer less.

Doctrines are meant to give units special abilties. What would a skirmisher unit do? Perhaps, say, hit-and-run raids instead of all-out combat?

If you just bother to think about this a little bit, the answers should come to you. After all, it is not that hard.

Urban Ranger
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The City State of Noosphere
May 99
posted February 14, 2001 22:52   Click Here to See the Profile for Urban RangerClick Here to Email Urban Ranger  send a private message to Urban Ranger
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