Responding to the following...
Not true, because you can rearrange your stacks easily, based on unit strength. Simply move out the units you want elsewhere and replace them with the units you want to defend.
The (potential) problem lies in the fact that since you are limited to a certain amount of units in a city, the attacker can bring in multiple attacks to wear down that stack. But that is what you already have to do with the civ3 model. (Generally, you have to bring in a lot more units than are in the city to take it). The key though is to allow the defender to build buildings that will greatly increase defensive bonuses and thus greatly increase the resistance strength of those units - something that CTP2 does have in place.
(And look at history and the difficulty of fighting within a city, and the use of buildings as defensive modifiers within a city is very plausible.)
Plus completely surrounding a city in CTP2 is very unit-intensive (as it should be), so you would have to really place an iron grip on the city to prevent reinforcements from punching through to relieve the defenders.
To be honest, CTP2 does not do this second factor half as well as it could, but my point is that I really believe that coding can be created to do so.
Again, not true because you still can bring in a vast amount of units to a target. A city is surrounded by 8 tiles - 12 units per tile - that makes for a potential force of 96 units. This is certainly not a huge limit, at least in my mind...
And if you want to take it a step further, add in the next ring of tiles around the city as possible tiles that can hold additional units.
Again not true because it would be easy to give those types of air units a coding designation that places them outside the normal unit restiction. Since they automatically fly out and return to their base on their turn, they would never be part of the stack.
CTP2 uses air units with a set number of turns in the air before they have to refuel. They have the capability to bombard a target, the same way that a land bombard can. I would agree that the civ3 model is better because it is more streamlined, but again, my proposal would work within the framework of stacked combat.
Again not a problem since your bombards are part of your land units. With the 96 unit limit around a target, some of those slots can be filled by land bombards. CTP2 already uses bombards effectively, since there is a counter-bombard flag that automatically allows a bombard unit to fire back automatically when it is bombarded.
Not without a scripting language - already in place in CTP2.
A matter of opinion based on a preference...so it is not worth the time to argue...(although I have yet to hear it explained to me just why CTP2 combat is tedious. I've certainly been trying to explain why the civ3 model is.)
My point all along is that despite its problems, the CTP2 setup is superior in just about every way over the current civ3 setup.
And I believe that it can be improved upon - I do not believe that retaining the current civ3 setup allows for much improvement, but that is just an opinion. It's just that I have yet to hear any compelling arguments to the contrary.
And based on the poll, there is a lot of others who feel the same way.
Originally posted by skywalker
Stacked combat. There are enormous problems with this, but I'd like to detail a few:
1. Limit to the number of units on a square
This is bad. Really really really bad. It is a HARDCODED limit, even, and can be incredibly annoying. If I want the best defense in a city, no units can enter it.
Stacked combat. There are enormous problems with this, but I'd like to detail a few:
1. Limit to the number of units on a square
This is bad. Really really really bad. It is a HARDCODED limit, even, and can be incredibly annoying. If I want the best defense in a city, no units can enter it.
The (potential) problem lies in the fact that since you are limited to a certain amount of units in a city, the attacker can bring in multiple attacks to wear down that stack. But that is what you already have to do with the civ3 model. (Generally, you have to bring in a lot more units than are in the city to take it). The key though is to allow the defender to build buildings that will greatly increase defensive bonuses and thus greatly increase the resistance strength of those units - something that CTP2 does have in place.
(And look at history and the difficulty of fighting within a city, and the use of buildings as defensive modifiers within a city is very plausible.)
Plus completely surrounding a city in CTP2 is very unit-intensive (as it should be), so you would have to really place an iron grip on the city to prevent reinforcements from punching through to relieve the defenders.
To be honest, CTP2 does not do this second factor half as well as it could, but my point is that I really believe that coding can be created to do so.
Originally posted by skywalker
Moreover, it limits the size of my ATTACK forces. It places huge limits on the game and even really hinders scenarios.
Moreover, it limits the size of my ATTACK forces. It places huge limits on the game and even really hinders scenarios.
And if you want to take it a step further, add in the next ring of tiles around the city as possible tiles that can hold additional units.
Originally posted by skywalker
2. Air units + bombardment
Civ3's current air unit system (which IMO is a huge improvement over Civ2) would function poorly here.
2. Air units + bombardment
Civ3's current air unit system (which IMO is a huge improvement over Civ2) would function poorly here.
CTP2 uses air units with a set number of turns in the air before they have to refuel. They have the capability to bombard a target, the same way that a land bombard can. I would agree that the civ3 model is better because it is more streamlined, but again, my proposal would work within the framework of stacked combat.
Originally posted by skywalker
Ditto for bombardment.
Ditto for bombardment.
Originally posted by skywalker
Plus, scenario issues - Civ3's system offers infinitely more possibilities.
Plus, scenario issues - Civ3's system offers infinitely more possibilities.
Originally posted by skywalker
3. Ugliness
Combat in CtP2 (the only version I bought) was just plain UGLY. I hated it, it was tedious in a way that Civ3 combat isn't (not that Civ3 combat can't get tedious, but it does so in its own way).
3. Ugliness
Combat in CtP2 (the only version I bought) was just plain UGLY. I hated it, it was tedious in a way that Civ3 combat isn't (not that Civ3 combat can't get tedious, but it does so in its own way).
My point all along is that despite its problems, the CTP2 setup is superior in just about every way over the current civ3 setup.
And I believe that it can be improved upon - I do not believe that retaining the current civ3 setup allows for much improvement, but that is just an opinion. It's just that I have yet to hear any compelling arguments to the contrary.
And based on the poll, there is a lot of others who feel the same way.
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