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  • #16
    I miss the following units:

    1) BM-13 "Katyusha" (Russian)
    (also known as "Stalin Organ")
    Weapon: 16 82mm rockets in 10 seconds. seehttp://www.suddenstrike.de/english/archiv.html#)

    This is a nice mobile rocket launcher. A lot of small rockets per turn with little range and power.


    2) where is there an antitank gun and what happened to the the Howitzer



    3) hot air balloon for scout jobs
    They could go every here but are hard to shoot down (before fighters arrive)
    Green green grass of home

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    • #17
      I'd put the caravel as a transport-only unit, put frigates as their actual galleon equivalent but regards to caravel, and get another unit availiable slightly later than the Galleon to replace it.


      And of course, the Dragoons!

      patrol boat.
      Indifference is Bliss

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      • #18
        Fanatics.

        Without Fundy, a fanatic is simply someone (or group of someones) blindly adherent to some ideal (constitutional, religious, whatever).

        Buildable after some small wonder (say... "The Doctrine") they have a fairly weak attack/defense, but cost no support.
        Obsessed with reality... and what she can DO for me.

        Comment


        • #19
          My Ideas

          I think fanatics are a great idea, but taking them to a new level. Terrorists, maybe ... but in order to use these units you need to in the late game and still running a Despotism (or invent another tyrannical gov for the late game). Along the same lines, although not necessiarily restricted to tyrannical forms of governments, the inclusion of bio-attack units - infectors and such - would be nice to see.

          More ancient time naval units i think would be a must ... Coracles or Tri.s would be great to see on the high seas - increasing importance of sea domination. (i mean, lets not forget history and the persian wars against greece!). Bump up all the attack/defence scores for naval units and add weaker ones at the start.

          Also, i would like to see stuff about slaves ... i started a thread about that which you can see here. Maybe a long these lines, some kind of slave capturing units, or freeing units would be nice to see in the middle and industrial ages ...

          ~Alex
          "Nothing exists except atoms and empty space; everything else is opinion"
          -Democritus of Abdera

          Comment


          • #20
            Look at the civ 2 fascist patch:
            Dreadnaughts, zeppelins

            Also on my own: clipper ships, mortars, machine gunners, and ww1 aircraft

            Comment


            • #21
              Originally posted by ajbera
              Terrorist unit, 1/1/2 (8 bombard), attacks only once before expiring, and uses precision bombing to attack improvements, population or units. Either linked to one or two civs (Persians being one),
              Why would Persians have terrorists? that is utterly stupid and inaccurate to history. maybe u shoud get your facts straight before making stupid assumptions like that.

              Comment


              • #22
                Originally posted by ElitePersian
                Why would Persians have terrorists? that is utterly stupid and inaccurate to history. maybe u shoud get your facts straight before making stupid assumptions like that.
                It's not inaccurate at all, in modern terms. The region that used to be Persia is now Iran, Iraq, etc. Those nations currently are supportive of terrorists, some train them, so the usage of them by the Persians is not far-out fantasy. The terrorists wouldn't be buildable until the modern or industrial eras, so they wouldn't be used in ancient times.

                Evidently you feel this is a denigration of Persia - it is not, anymore than using the fascism patch (which I do) with the Nazi swastika is a denigration of Germany. They just happen to (loosely) fit certain historical occurences - at one point, the Germans were a fascist war machine, and at one point (nowish) the people and nations that were once Persia now sometimes utilize terrorists in their aims. I wish I could simulate internal terrorism, of the IRA/Tim McVeigh stripe, but I can't. I can only model international terrorists, of which the descendants of the Persians currently make the most notable use.

                If it makes you feel any better, allow all civs to use terrorists - it doesn't matter to me. But I want my damn terrorists.

                What I would love is for one or two civs, throughout the course of the game, to be 'evil.' It doesn't have to be the Germans that become a fascist war machine, but someone should - it's nice to have a good, 'evil' foe to fight every now and then. Similarly, it doesn't have to be the Persians that use terrorists for their aims, but it would be nice if one or two rogue civs did so.

                Again, if your panties are in a twist because you think I think badly of Persians (or any middle-Easterners, for that matter) - it ain't true. But of the given civs, if one had be chosen to best accept a terrorist unit, I think most folks would agree that the Persians are the best choice.

                Comment


                • #23
                  From what i can see with the editor, and hopefully eventually the ability to add to unit graphics, here is the units i would like in Civ3:

                  Helicopter (unless Civ3 does have it, but haven't seen it)

                  Air Transport

                  Commando/Special Forces

                  Power Armor Infantry

                  Battle Suit/Mech/Gundam/Gear

                  Siege Tank (would be nice to have the option to normal attack at normal distance, but can artillery attack in a distance...like the ships. is that possible?)

                  Former (replaces workers)

                  Colony Pod (replaces settlers)

                  Hovertank

                  Foil (yes, i taking some units from SMAC...but can't see why we don't have a Future Age...or even the Renaissance)

                  Probe Team (do we have spies in Civ3 or can only espionage via capital? i haven't reach Industrial or Modern age yet in any Civ3 games i played... no time or game to boring or comp about to cripple me)

                  Terrorist (not sure about this, but also make their nationality invisible like the Privateers...is it possible to make them available to barbarians and AI using them properly?)

                  Mercenary (hired combat troops with no nationality...possibly available to Barbarians....possible to set what time period the Barbarians can use them?)

                  Partisan (would be nice to have after loosing/conquering a city. amount of partisans would be base on the difference of your high culture to the conquerors, or vice versa. If less then the conqueror, then not much partisan... and partisan shows up near captured foreign cities during civil disorders)

                  Rangers

                  Supply Crawler (mobile colony in a way, that doesn't need roads can also gather shields or food or money(depend of tile).

                  Air Balloon (like the one in Warcraft 2)

                  Air Carriers

                  Super Soldier (for the fun of it )

                  One way they could of done the trading is like ala Colonization...same with the units. Supply certain amount of resources/weapons/equipment.... each unit of resource is enough to make/equip a unit. And have be able to acquire some prisoners and make them slaves then after war or whatever, can negociate them back or not. also should be able to trade units....atleast, like trade weapons/armor (muskets, rifles, swords, shields, combatsuit) or vehicules (tanks, jeeps, aircrafts, catapult, artillery,). So mainly produce Soldiers, and then equip them muskets or bows or whatever, aswell as armor like shields, leather, iron, steel, etc... or have the Soldiers to pilot aircrafts, crew a naval ship, etc.... that would of been a way to do something close to smac, but colonization style. Same with the resource system, which sould also be able to pile up surpluses. And when finish making soldiers, they automaticly crew or equip themselves the best weapons and armor at the city warehouses as available, or whatever other cities connected by road. Then keep the Caravans, which are automaticly created after making a trade deal or whatever........

                  Plasma Cannon (or whatever for future age type artillery)

                  -LMP

                  Comment


                  • #24
                    Originally posted by ajbera


                    It's not inaccurate at all, in modern terms. The region that used to be Persia is now Iran, Iraq, etc. Those nations currently are supportive of terrorists, some train them, so the usage of them by the Persians is not far-out fantasy. The terrorists wouldn't be buildable until the modern or industrial eras, so they wouldn't be used in ancient times.

                    Evidently you feel this is a denigration of Persia - it is not, anymore than using the fascism patch (which I do) with the Nazi swastika is a denigration of Germany. They just happen to (loosely) fit certain historical occurences - at one point, the Germans were a fascist war machine, and at one point (nowish) the people and nations that were once Persia now sometimes utilize terrorists in their aims. I wish I could simulate internal terrorism, of the IRA/Tim McVeigh stripe, but I can't. I can only model international terrorists, of which the descendants of the Persians currently make the most notable use.

                    If it makes you feel any better, allow all civs to use terrorists - it doesn't matter to me. But I want my damn terrorists.

                    What I would love is for one or two civs, throughout the course of the game, to be 'evil.' It doesn't have to be the Germans that become a fascist war machine, but someone should - it's nice to have a good, 'evil' foe to fight every now and then. Similarly, it doesn't have to be the Persians that use terrorists for their aims, but it would be nice if one or two rogue civs did so.

                    Again, if your panties are in a twist because you think I think badly of Persians (or any middle-Easterners, for that matter) - it ain't true. But of the given civs, if one had be chosen to best accept a terrorist unit, I think most folks would agree that the Persians are the best choice.
                    First off, most people just consider ARAB countries as terrorists, and Iran is not an Arab country. The persian empire got condensed to modern day Iran, so persian is Iran, not Iraq, even though the persian empire USED to cover Iraqi territory (and more) in ancient ages. And just because Iran is a middle eastern country, doesn't make them terrorists, no records of iranian terrorists striking exist from my knowledge (or at least major ones, they DID have conflicts with the USA however.), that's why I say it is innacurate. If you wanna use the terrorist unit for a current middle-eastern race just because they are middle-eastern, then fine, but in no way is Iran a terrorist country, neither is any other country. - its the certain PEOPLE, not country.

                    Comment


                    • #25
                      My 5 cents

                      I will add two units asap.

                      Partisans -- with HIDDEN nationality to correspond to proxy militias (Taleban, UCK), alpine, draftable

                      Ecology team (bad name, I know) -- worker that does not reduce pop. points and is able to remove pollution only. That's for automation -- automated workers tend to not put removing pollution on top of their priority list.

                      Comment


                      • #26
                        Some units I found successful in Test of Time, and the techs that went with them (most are custom techs)...

                        SONAR buoy (a small sea unit with 1 movement and zero defense that could see subs) - required sonar

                        Light and heavy dirigables (the light was a scout that could stay up for 5 turns before having to return to base, the heavy was basicly a 1930's era Zeppelen) - required Thermodynamics

                        AWACS (far sighted aircraft that could travel ong distance ad stay aloft for several turns) - required RADAR

                        SEAL team (paradropable unit with high attack but low defense) - combined arms

                        aso, i edited the settlers to be alpine, but i'm not sure how that will work in civ 3. It sped the game up immensly (AI was rather profiscet with them too)

                        most of my units are in the modern era, as i liked having more diversified, task specific units that re so prevelent in modern times.
                        "Government isn't the solution to our problems; Government IS the problem." - Ronald Reagan

                        No, I don't have Civ4 yet...

                        Comment


                        • #27
                          I would like two classes of industrial ships.

                          Coal-powered, until 1930s:
                          Dreadnought, Torpedo boat, U-boat, Steam Transport

                          Oil-powered, with radar & sonar, 1930s and on:
                          Battleship, Destroyer, Submarine, Carrier, Motor Transport
                          The difference between industrial society and information society:
                          In an industrial society you take a shower when you have come home from work.
                          In an information society you take a shower before leaving for work.

                          Comment


                          • #28
                            ajbera--> The biggest terrorists are trained by the CIA. This INCLUDES Osama Bin Laden.

                            And Pinochet and many others

                            Comment


                            • #29
                              I understand that. But while the US may train terrorists (rather, guerilla fighters who become terrorists), the US doesn't use them. I can't recall the last time an American soldier drove a truck filled with explosives into an enemy camp and detonated them. Not to say there aren't US terrorists, as we certainly have internal ones (Tim McVeigh), and for all we know, some CIA operatives are conducting suicide missions where they perform terrorist-like activities.

                              But that doesn't change my original point. I want, at some point in the game, a rogue nation (or several) that utilize terrorism for warfare, sabotage, etc. Of the 16 civs given us by Firaxis, the one that would best suit a terrorist unit would be the Persians, if only because the lands they occupied back when they were Persia is now covered by Iran, Iraq (pardon if my geography is imprecise, ElitePersian can correct my mistakes), which does support (and possibly make use of) terrorists. Actually, Iran seems to have calmed down a bit, but I have little trust of Saddam Hussein. Hussein's actions do not reflect on the historical Persians, but in the absence of an Iraqi civ that can utilize terrorists, the dubious privelege falls back on the Persians. Perhaps the Egyptians can use them too.

                              Again, this is not to deprecate the Persians or Egyptians. If I were to make a Stormtrooper unit, the logical choice for a civ to attach it to is Germany. Not that Germany is a fascist country, or a guaranteed warmonger, but they did produce stormtroopers, so the linkage is not far-fetched. This returns to the underlying fault of civ-specific units in general - Americans were not destined to produce F-15s, any more than Germany was destined to build Panzers. But they did, and since Civ3 uses civ-specific units, we accept it, or disable the feature, or don't play Civ3. What would be ideal is if special units were a product of gameplay, territory (the English wouldn't have Man-o-Wars if they were a land-locked nation), but, alas, it ain't so. Therefore, we make the most of what we've got.

                              My true preference would be to make units linked to something other than civilization, like civ attribute, or government. Then stormtroopers would only be built by fascist governments, and terrorists would only be built by either fundamentalists (which has a 'religious' attribute prereq), or by 'religious' or 'militaristic' civs with insufficient forces to produce a strong army (giving them a reason to resort to terrorism), but the current tools disallow this (hopefully in the updated editor).

                              As a compromise, how about the terrorist can be built by any civ, but it carries no national markings (a la privateer.) It's not the best solution, but that way I'm not picking on the Persians.

                              Comment


                              • #30
                                Originally posted by ajbera
                                As a compromise, how about the terrorist can be built by any civ, but it carries no national markings (a la privateer.) It's not the best solution, but that way I'm not picking on the Persians.
                                I think this is a really cool idea, but you have to set factors before you can build them. I mean, terrorists must have a reason, right? I say that your civ needs to be low in the 'power' chart - the bottom 1/4 say ... and i say for simplicity, eliminate democratic terrorists - i understand that many of today's democratic nations have terrorists in them, but you don't see them going off to other countries (not often at least).

                                Also, you should add a chance of being cought - the change increasing if you have certain improvements in the city that was attacked or your empire as a whole (the pentagon or police stations come to mind).

                                Cheers!
                                ~Alex
                                "Nothing exists except atoms and empty space; everything else is opinion"
                                -Democritus of Abdera

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