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  • #16
    why can't the category manager just take over this thread?
    It seems better if the thread summary is in the first post of each thread, instead of halfway down. Something we can achieve only if the category managers open their own threads

    why should we be forced to post in a thread which will be ignored after next week?
    To make my task of collecting the ideas this coming weekend easier

    Why the delay?
    It seems the better idea to wait with individual threads, until we have most categories assigned to a threadmaster

    why should we listen to you?
    Noone is forcing you to listen to me, but so far I am the person willing to devote my time to this, and you really would make that easier for me, if you posted your ideas in the same thread as everybody else

    And please don't threadjack
    No threadjack. Only trying to organize a project for the benefit of all posters



    Asmodean
    Im not sure what Baruk Khazad is , but if they speak Judeo-Dwarvish, that would be "blessed are the dwarves" - lord of the mark

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    • #17
      Originally posted by Jon Miller
      this is probably related to trade

      but I was thinking about letting a certain class of unit form trade routes

      it would be along the same idea as an exploration unit and would be capable of combat

      but would be weaker than the straight combat troops

      you could move it towards a city of a nation you were not at war with, and than it would give you the option to make a trade route with that city (and your unit would disappear)

      similiar ideas to caravans, just also able to fight barbarrians and the like some

      I actually don't love this idea, just thought of it

      (I would prefer two types of trading in this idea, one civ2 like and one civ3 like)

      Jon Miller
      fighting camels - I LOVE IT!
      "A person cannot approach the divine by reaching beyond the human. To become human, is what this individual person, has been created for.” Martin Buber

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      • #18
        My changes to units.

        When each unit is built you can tell it to be in one of 3 groups Army,Navy or air force.

        when you tell a unit like oh say a tank to be in the air force it becomes lighter with less attk and def ability but it is able to be paradroped into enemy terrirotry. Or if infintary goes into the navy it will get an advantage when attacking from the sea each unit will get diffrent bonuses and special abilities acording to which place its in. however you cant put specific things like battleships or jet fighter into the army.

        Each unit needs somthing else its good at fightging aginst like maby anti-tank units get a bounus aginst tanks or tanks get a bonus aginst infintary. For artilary some units will be better at attacking units and taking more hit points down aginst a specific unit.

        Id like to see you be able to counter attack the enemey on you turn its stupid when a tank rolls through a small crack in you heavly defended boarder and attacks you city you should be able to get an option saying would you like to intercept? maby have patroal units that can attack units that move within 2 spaces of you territory

        I like the caravan Idea because then you can pirate trade routs with subs and privaters in civ3 subs and privaters were very underpowered. But its annoying building all thoes little caravans and then having some barbarian attack them.

        Only 6 units can fit on one space at a time and all you can see all the units individually so you dont have to look at a list and go through each individual unit. If there is lists still present though in civ 4 then they can at least put the units in alphabitical order!!

        You need to be able to be able to make specific targets with bombardment This will give more reason to cruis missles and stealth aircraft.

        Satalights would make it much easier to look at enemey territory or spy planes that can go around the world and explore several spaces per turn.

        Bombers cant fit on air craft carriers!!
        Cruis missles can fit into subs
        more powerfull nukes


        do more with invisible units maby seals or spec ops terrorists.
        Absolute power corrupts absolutely

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        • #19
          Originally posted by Elias
          Id like to see you be able to counter attack the enemey on you turn its stupid when a tank rolls through a small crack in you heavly defended boarder and attacks you city you should be able to get an option saying would you like to intercept? maby have patroal units that can attack units that move within 2 spaces of you territory
          Just call me Broken Record.

          Simultaneous unit movement (after the turn, when unit orders are issued) would allow what you want regarding this to be very gracefully done, in my opinion.

          Comment


          • #20
            in order to make the game more fun, combat more interesting, ect

            how about these ideas

            when a unit is attacked, check the squares arround it and for every square that has a unit in it freindly to the attacker, add some to the attack

            here an example

            a unit with 4 offense attacks a unit with 3 defense, but surrounding the unit being attacked are two other units with offense 4

            so intitially it is 4 versus 3

            but than .2*4 is added from the second unit and .3*4 from the third unit for a total of 2

            so the final odds are 6 versus 3

            this will make for more interesting combat, because you will have more interesting choices and spreading out your units will be good

            Jon Miller
            Jon Miller-
            I AM.CANADIAN
            GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

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            • #21
              Originally posted by Jon Miller
              when a unit is attacked, check the squares arround it and for every square that has a unit in it freindly to the attacker, add some to the attack
              I like this idea, a bunch, actually. But.......

              It would be fine if it implemented IN A STACKED SYSTEM. Why?

              Well, in a unit by unit system you now have a single attacker trying to fight multiple defenders. That is a little unbalancing, in my opinion.

              If, however, units grouped as large armies are the way we do it, then perhaps a dozen units attacking an enemy army of a dozen units, and both sides get support from other armies in the area.... well that's good gaming.

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              • #22
                the attacker actually is what gets support, you could probably give the defender support as well, but it wouldn't be as fun

                I don't see how having armies adds anytihng, peopel will spend there production to build a single huge stack like in civ and that will be that

                Jon Miller
                Jon Miller-
                I AM.CANADIAN
                GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                Comment


                • #23
                  I think that in further discussions of this

                  that we be clearer

                  let the Civ3 word, Army, be used for units who fight as a group and move as a group (this is how CTP is and Civ3 has parts of this)

                  and stacks, which are just a bunch of units who move togther (Civ3 has this)

                  and units will just refer to the fundamental elements of combat

                  Jon Miller
                  Jon Miller-
                  I AM.CANADIAN
                  GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                  Comment


                  • #24
                    That set of words works fine with me.
                    Really, I don't think anybody has a problem with "stacks" as you define them... which is simply a tool to move a bunch of units to the same place. The discussion is about the merits of "armies."

                    To be clear:

                    I support Armies in Civ Four. You get an army by assigning a group of units to move and fight as a group, with each unit bringing its unique strenghts and weaknesses to the table, creating something that is greater than the sum of its parts.

                    I am against pushing around units by themselves. And I am against units having to fight all by themselves (though if you want to do that, you can... just as you can have one unit "armies" in CtP).

                    edit: Civ four instead of Civ three.

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                    • #25
                      I liked the system in ctp where you could fit so many units in a square and just have one big battle. I dont rember how the math of it worked but id like to see it put back in with the change miller metions so maby you could just have an overwhelming number of warriors so you get enough bonusus to defeat a single infintary unit
                      Absolute power corrupts absolutely

                      Comment


                      • #26
                        Originally posted by Elias
                        Id like to see you be able to counter attack the enemey on you turn its stupid when a tank rolls through a small crack in you heavly defended boarder and attacks you city you should be able to get an option saying would you like to intercept? maby have patroal units that can attack units that move within 2 spaces of you territory.
                        You don't think this is a good thing? This is the absolute POINT of fast-movers (ESPECIALLY Cavalry, Tanks, and Modern Armor), both historically and in Civ - to utilize their mobility to exploit a breakthrough and get a force behind defensive lines. If they can "intercept" you, the mobility is worthless.

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                        • #27
                          I like Civ3's implementation of Armies.

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                          • #28
                            hmm

                            I am guessing that this is more combat than units, but I will post it here

                            this is an enhancement to my flanking idea, and is based upon the idea of having the standard square tiles

                            I will also put up poor ascii graphics

                            this will add a decent ammount of complexity to the combat, but it will be good complexity, not poor complexity

                            first flanking bonuses, every unit has flanking bonuses for other types of units depending on the type of unit they are

                            types of units (land, I am not dealing with sea or air yet) - X Factors
                            infantry - .2
                            armor/mechanized - .8
                            calvary/motorized - .4
                            artillery - .4

                            AX is Flanker unit's X factor
                            DX is defenders X facter

                            if one-two other units (attacker) surround the defending square, than surrounding units throw in (AX - DX) * (their attack)

                            A attacking unit, a attackers units, D defending unit, p plains

                            aaA
                            pDp
                            ppp

                            if 3-4 other units (Attacker) surround the defending unit, than surrounding units throw in ((AX)^2 - DX) * (their attack)

                            aaA
                            aDa
                            ppp

                            if 5-7 are held by attacking player, than ((AX)^3 - DX) * (their attack) is added into the attack

                            aaA
                            aDa
                            aap

                            also there would be additional special rules, as in

                            cities invalidate mechanized/armor and calvaries flanking factors

                            so infantry would be key to taking cities

                            also you could make some things terrain dependent

                            like have mountains add .2 to DX, and jungle .4 to DX

                            besides the terrain would need to be passible for the unit to attack it

                            yuo coudl also add to the defending units defense, freindly defensive modifiers multiplied by (dX^i)

                            where dX is the flanking factor of the defender, and i is 1 for 1-2 freindly defenders, 2 for 3-4 freindly defenders, and 3 for 5-6 freindly defenders

                            here is an example with 2 freindly defenders (where d is freindly defenders)

                            ppA
                            pDd
                            ppd

                            this, along with ZOC will do a lot to add to the fun of combat

                            Jon Miller
                            Last edited by Jon Miller; December 12, 2003, 01:02.
                            Jon Miller-
                            I AM.CANADIAN
                            GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                            Comment


                            • #29
                              unlimited armies I am against

                              limited armies could be ok

                              Jon Miller
                              Jon Miller-
                              I AM.CANADIAN
                              GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                              Comment


                              • #30
                                Jon:
                                Unlimited units in armies sound bad to you?
                                Or an unlimited number of armies in a civ sound bad to you?
                                What kind of limits could be okay?


                                skywalker:
                                I don't like Civ3's armies in function for two reasons. First, they are too random. Armies should be an organizational thing, not a random roll of the dice, I think. Two, it is still essentially unit vs. unit combat. One guy attacks, and if he can't finish the job the next guy in the army attacks.

                                what is it about Civ 3 armies that you like? Maybe we can find some common ground here.

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