I am sorry if somebody already posted this, but would the Impi's not make the ultimate defense in MP games? i.e. preventing everybody from retreating?
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An idea I had
Thinking about the supposed domination of horse units, I was thinking about what the historical counter was to them. And basically it was pikes and then massed fire. So my thought is that you go back to wargaming routes and you give spears and pikes a chance to do double damage against horse units. Meaning when the spear/pike defender would normally take a point off of a cavalry unit (meaning any horse unit) a certain percent of times they will take two off. This makes it hard for cavalry to harrass pikes (historically true). Thjs by itself will also make it hard to attack cities, since spearman/pikes are the normal defenders in them anyways, but you might want to increase city wall bonuses and such as well.
The other thing I would do is give this same possibility to gunpowder units, for either attack or defense. This would make the musketeer less lame, and reflect the ease with which decent gunpowder units can take out old units and still make the retreat ability less powerful against properly protected units.
End result: there is an effective counter to cavalry type units by a traditional cavalry breaker, and the transition to gunpowder becomes more drastic without necessarily being overwhelming.
What do you guys think? Obviously a lot depends on what percentage you make the double hits happen, but this leaves room for balancing.
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Civ II had defensive units with a double strength vs fast units flag like pikemen. In practise it didn't end up amounting to much because by the time they hit the game they were sort of obsolete with or without the double defense bonus. It was a good idea though.
Civ II also had a component called firepower that basically allowed gunpowerder units to always do twice as much damage and have twice the hp of non gunpowerder units. It tended to reduce the frequency of, for example, knights overrunning your musketeers. Firepower tended to do exactly what it was supposed to do, and make obsolete units, well, obsolete.
So neither of those ideas is entirely new to the Civ genre. They were specifically removed from Civ III though which means that somebody at Frixaris doesn't like them. I suppose its possible that somebody at Frixaris couldn't get them done in time for release, but neither of these are likely to be big coding efforts which tells me their absence is a delibrate design decision.
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barefootbadass
The marine is fine, used for insertions by sea or helicopter(in which case you should have air power support so the attack doesn't need to be that high.
infantry 6/10/1 90 rubber
if you use the Civilization III Combat Calculator you'll find that the best odds you can get when attacking fortified infantry in a city is 83.5 to 16.6 (or one out of 6 times the infantry will win) and that is assuming an elite marine attacking a one hp infantry unit, in a most cases even with heavy naval and air bombardment it would probably be vet marines facing either 1hp infantry (76.3-23.8) or 2hp infantry (47.5-52.5)...so marines are only mildly effective in their main role, of directly attacking cities from ships, and they don't excel in any other role, marines attacking cities amphibiously with even close odds will get slaughtered (vet marine vs. reg fortified infantry 26-74)
plus i don't see what the big advantage of marines and helicopters is...helicopters with marines have to be in city and only have an airdrop range of 6, i would rather have two cavalry units (cost 160) on my border than one marine and a helicopter (cost 200), because an invasion a close by landmass would be prohibitive since you would need a helicopter to airdrop each marine, whereas a single transport could carry an invasion force
Paratrooper is a defensive(disruptive) unit, needs no change.
infantry 6/10/1 90 rubber (defense)
tank 16/8/2 100 oil, rubber (offense/defense)
cavalry 6/3/3 80 horses, saltpeter (offense)
needs no change? well paratroopers aren't very useful on attack, they aren't very useful on defense, and their big advantage is they can paradrop out to 6 space but that uses 1 movement point, so after they paradrop they are setting ducks...i don't see how they are very disruptive at all, on offense if they paradrop then they are immobile, and don't provide a player with the defense that they need to fight off an attack, i'd rather invest in another tank instead of a paratrooper
on defense, infantry, cavalry, and tanks moving along railroads are much more disruptive than paratroopers doing paradrops, and by the time that paratroopers are available railroads should cover all if not most of your territory
if airdrops didn't use all of their movement they would be much more efficient, but as it is now i think other units are more effective in any role a paratrooper hopes to fill
Air needs little change if air superiority is now working.
so bombers, stealth fighters, and stealth bombers are the only way you can project airpower...bombers, which are only midly effective anyways, have a fairly high chance of losing to any defending fighters, stealth fighters are expensive and not very effective anyway, and stealth bombers are very expensive and only mildly effective
airpower in civ3 cannot cripple an even halfway intelligent player
Radar artillery needs no change(rails and concept)
Naval movement is fine, given ranges of everything else, particularly bombers(from a balance standpoint, not realism).
HP can easily be increased with a mod, but unless you change the animations for battle they will take a long time
Also obsolete units and explorers could be affected in the editor. Although the obsolete units thing definitely should be fixed in the normal game, its aggravating.
but when cities with over 100 production default to producing warriors in the very late stages of the game something is wrong, especially when this is easy to fix
player1
So quick solution (for MOD-makers):
Make all units upgadeable to UU. Make Swordsmen obsolete with Riflemen,
and Frigates & Ironclads with Destoryers.
But REAL SOLUTION would be:
Units UPGRADEBILITY should depend from units the civ is CAPABLE TO BUILD.
Like:
-I can build Destoyers, so Frigates & Ironclads are obsolete
-I can build F-15, so Fighters are obsolete, etc.
Anyway every unit should have obsolence flags:
Like:
-Warrior will have Swordsmen flag
-Knight will gave Cavalry flag
-Ironclad will have Destoyer flag
-Tank will Modern Tank flag
-Cavalry will have Modern Tank flag (not ordinary Tank, since Cavalry is FASTER)
They could also have several such flags per unit, just in case.
This system would be interesting since you could for examle have
non-upgadeable unit, wich would still become obsolete after some time.
Excellent for Firgates & Ironclads, since it is unrealistic to be able to upgade those.
Similar for Cavlary (non-upgadeable but obsolete with Modern Tank)
It will also solve UU holes. You still won't be able to upgade to UU, but after getting UU, old units will become obsolete.
One of the thing s that several people have had a problem with is the fact that you can not upgrade to a Civ Specific Unit. I have figured out a way and have play tested it with the Roman/Legionary; Persian/Immortal and with a non-Spec Civ for Swordsman. This method will also work for the other Specific Units.
1) Backup the Civ3mod.Bic File. You can rename it or whatever. This file is the Rules file the the Game uses during regular gameplay.
2) Start the Civ Editor Program and open the Civ3mod.bic file.
3) Under the tools tab, uncheck 'Use Default Rules' option. You also want to check the 'No Map' option under the same tab. This will allow you to edit the rules and you will be saving a Rules Only File when finished.
4) Under the Rules Tab, click 'Edit Rules'. This will open the Main Rules Screen. Click on the Units Tab.
5) These are what you will be changing:
Unit=========Upgrade to======Special Actions;Upgrade Unit
Warrior-------------Legionary-----------------------Checked
Legionary-----------Immortal------------------------Checked
Immortal------------Swordsman---------------------Checked
Horseman---------War Elephant-------------------Checked
War Elephant------Samurai-------------------------Checked
Samurai------------Rider-----------------------------Checked
Rider---------------Knight---------------------------Checked
Knight--------------Cossack-------------------------Checked
Cossack------------Cavalry--------------------------Checked
Pikeman------------Musketeer-----------------------Checked
Musketeer---------Musketman----------------------Checked
Save the Mods and your good to go.
What this does is:
Persian example: If your able to upgrade (i.e. have Iron Working & Iron) then the game goes to the first item after Warrior (which
would be Legionary) and checks to see if you, the Persian can use this. Because you aren't Roman, it say no, but you can upgrade to Immortal, so it next goes to Immortal and checks to see if you can use this. Yes, you are Persian and you can upgrade your Warrior to this! If there where other options available (before this) then It would go though them first.
Also, if you wish to make a Unit Obsolete, you would Have it upgrade to whatever and Uncheck the Upgrade to Box. I personally like to have the following Obsolete at:
Unit========================When to Obsolete=====Special Actions;Upgrade Unit
Swordsman (and other like units)---------Rifleman------------------Unchecked
Cavalry/Cossack-------------------------Modern Armor------------Unchecked
Frigate/Man-O-War/Ironclad--------------Destroyer----------------Unchecked
Privateer (this one might be useful in the later game, when you still want to be anonymous) keep the same if you want to keep it, or do the same as Frigate/etc.
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Lets face it, the core problem is you can do fine in the game building a very limited subset of the available units. Many of them have no functional role or purpose.
Examples of useless units:
Archers ... if you want to rush, use horsesmen. Too slow and too vulnerable.
Chariots ... why not wait a few turns and get horsemen if you have horses?
Longbowmen ... I have to escort them with a pikemen anyway, so why not just make a knight that'll move twice as fast, cost the same as the two unit stack and have retreat options?
Musketmen ... 2 pikemen are better than one musketman and costs the same
Destroyer ... why not wait a few turns and build battleships?
Aegis Cruiser ... why not just build a battleship?
Submarine ... why not just build a battlehip?
Nuclear Sub ... why not just build a battleship?
Cannon ... Give me a cavalry over a cannon any day.
Artillary ... Give me a tank or a modern armor over an artillary any day.
Cruise missile ... exactly what role is a range one disposable bombard unit that can't destroy anything supposed to play?
Mech Infantry ... why not just build modern armor? Almost the same cost, moves faster, defends 16/18s as well and can attack with twice the power and 2x on any given turn.
An Air Force ... I'm a heretic on this one, but I think the air units are useless in Civ III. For the cost of building up the 10 bombers I'd need to soften up an enemy city, I can build 10 modern armor. With 10 modern armor attacking, I won't *need* to soften it up. Plus I'll have units to garrison it with after I'm done.
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Originally posted by pcasey
Archers ... if you want to rush, use horsesmen. Too slow and too vulnerable.
Chariots ... why not wait a few turns and get horsemen if you have horses?
Longbowmen ... I have to escort them with a pikemen anyway, so why not just make a knight that'll move twice as fast, cost the same as the two unit stack and have retreat options?
Cannon ... Give me a cavalry over a cannon any day.
Artillery ... Give me a tank or a modern armor over an artillery any day.
Once Tanks show up, artillery loses most of its value. Unfortunately Radar Artillery isn't much better, and shows up well after Modern Armor.
Artillery is also a great cure for Ironclad bombardments, since the Ironclads frequently stay close enough to shore to get pounded. Won't kill them unless you've got a ship of your own handy, but they'll stay away for several turns while they get repaired.
Cruise missile ... exactly what role is a range one disposable bombard unit that can't destroy anything supposed to play?
Mech Infantry ... why not just build modern armor? Almost the same cost, moves faster, defends 16/18s as well and can attack with twice the power and 2x on any given turn.
An Air Force ... I'm a heretic on this one, but I think the air units are useless in Civ III. For the cost of building up the 10 bombers I'd need to soften up an enemy city, I can build 10 modern armor. With 10 modern armor attacking, I won't *need* to soften it up. Plus I'll have units to garrison it with after I'm done.
- Gus
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I agree with you pcasey down till cannon and art. I would not build cannon, art is useful once you have RR on your empire. They can move to where you need them and fire with no retailiation, same with bombers. I like to keep a few of each to augment defenses. Tanks will take damage in most fights and that can be a problem in some cases. Mech Inf I would not build from scratch and would wait for modern armour or make tanks to upgrade. I have them in most cities as that is the ultimate upgrade for pike/musket/rifle/infantry. Once I get tanks, that is all I would make and upgrade when I can. Tanks (old or modern) are the main vehicle to press attacks, once they are available. I do not use much combined arms then as it will slow down the armour. There are times when I must take artillary to use for the first few towns and then leave the art as defender aids. Never saw any value in cruise missle in civ2 or civ3, never made any in civ3. Never make marines or paratroop or helos in civ3 (helos in civ2 were useful as they could take a town).
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I changed a number of units in my mod to address some of the issues above. I made archers 3.1.1. This is one of my more drastic changes, but it's worked out OK so far. Unless you defend them they are really vulnerable on the way to the siege (and the AI WILL send fast units behind your lines to take them out) and they can be expensive for attack as they don't have the survivability of the horsemen.
I saw no reason for the horsemen to be slower than Mounted Warriors, as they are basically a light attack force without iron armor, and this makes them more worthwhile in relation to the archers. I did increase their cost by 33% to compensate for the fact that you can reuse them, unlike most useful ancient units.
I think Pikemen are too important in the early game to have a resource requirement, and it doens't really make sense to me as the pike and it's use in highly disciplined blocks of infantry was not a technological advance so much as an innovation in strategy. I've also increased the attack of some later units and I didn't want somebody to be stuck with 2-defense units, so I removed the Iron requirement.
I made the Longbowman 5.2.1 and a UU for England - I felt they were gypped by a potentially useless UU and it's history makes it a fitting English UU.
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Re: Here
Originally posted by King of Rasslin
Swordsman- Very powerful, but requires iron. Iron is somewhat rare on a small map. Resources should be concentrated on a smaller map so you don't have to wait for Longbowmen for a real offence
ALL defencive units- useless. The computer will simply pillage you instead! Putting a musketman in your base encourages the comp to wreck your land. You would have to make 3 dozen of them to cover your border! The horse units are WAY too powerful
As the military advisor in the game says : The best defense is a good offense!
Take that lesson to heart!
Retreating from combat should be 50/50 since they have decent armor anyway. If they keep their high armor (knight and cavalry have 3) they shouldn't need to retreat like that. Its really an abuse of power to be able to retreat AND have tough armor as combined arms becomes pointless
The comp shouldn't be so crazy about pillaging if you make so many musketmen just not to be attacked. Horse units are too powerful for too long.
*snip out game suggestions*
But these are some things i find too easy/hard in combat.
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Hi Sirian, glad to see you made it over from the Lurker Lounge.
Originally posted by Sirian
The Wheel flag prevents units from traversing mountain/jungle without a road. Don't tell me tanks need roads.
For what it's worth, I think tanks SHOULD need roads to pass over mountains, indeed any non infantry units should have to use a road to go over mountains just because they are not molehills.
By the way, tanks don't fare to well in jungles due to mud, dense vegetation and other factors (spent time in the jungles of Panama, all granite and vegetation, you could barely *walk* through it, so it wouldn't bother me if tanks needed to use roads to go over jungle as well.
If tanks can be airlifted, that's a serious bug. I never even tried it, because both logic and the game docs say it won't happen. Heh.
Oh yeah, and allow armies to unload or AT LEAST to upgrade units. That is just not realistic, nor does it make sense to me in the game balance. No nation would purposely prevent its best armed forces with the richest traditions from access to the best available tech, training, and equipment. Quite the opposite! This could help the AI's, too. They get lots of armies. Oh wait, they never upgrade anything anyway, so what use?
Armies should be able to be upgraded, maybe for an additional cost, but still possible.
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I'm with pcasey on nearly all of the units mentioned. I say nearly all, because I have found artillery useful, I do use musketmen instead of pikemen (just preparing to make them riflemen), and I do see value in having an airforce. I couldn't agree more about the mech inf v. modern armor question (it's not even a question, build the MA) and the naval vessels. I have built exactly 1 cruise missle. I killed a warrior with it, I think. It's largely useless, but just as in Civ II, the AI seems to like it.
I have never built a longbowman, although I've upgraded some bowmen to longbowmen before. I suppose they could have some use if you are without horses. The same can be said for the archer. The archer's other value is that some civs can make them from the start, and they will be hitting warriors. But it's lifespan is pretty short.
Chariots suck. End of story.
I have never built a helicopter or paratrooper. I would rather build a modern armor. The one submarine I built was sunk by a frigate. That put an end to the silent service.
The end game, for me, tends to involve building LARGE numbers of modern armor, battleships and bombers (and with the patch, I will include jet fighters). Destroyers do have some use, as they attack as well as a battleship defends, but I mainly use them just to "see" more of the ocean... as sentry units, basically.
-Arriangrog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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Pardon my ignorance, but isn't the cruisse missle ONLY BOMBARD unit wich can kill wonded unit?
Possibile tactic: Bombard to 1hp & then send one Cr. Missile
Nuc. Subs should be able to carry them.
Mod. Tanks should have defense of 14, to force players using Mech. Inf. more.
Radar Artillery needs movment of 2.
I actully use all sort of naval units.
Subs are very cost-effective agains battleships (8 vs 12, cost 100 vs 200)
AEGSIS sees & destoys subs. Also higher vision, naval battle use is nonexistant (destoyer are better for that). Good support unit.
Cheap destoyer is sometimes better option then battleship.
If dest. needs 3 turns & Batt. 5, then dest. is better option.
Carriers are usefull.
Subs are invisibe. You'll need them at lest to detect enemy subs.
Their attack of 8 is enough for taking out every unit (cost effectivily, they still lose often)
Still, attack of 10 would be a better option.
Also Subs should be upgradeable to Nuc. Subs.
Carriers should have same movement as battleships (both 4 or 5).
Privateers should be obsolete wich destroyers.
State sponsored piracy is no more today, anyway.
Also that privateer bug needs to be fixed (privateer guarded by battleship).
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Originally posted by pcasey
Examples of useless units:
Archers ... if you want to rush, use horsesmen. Too slow and too vulnerable.
Originally posted by pcasey
Chariots ... why not wait a few turns and get horsemen if you have horses?
Originally posted by pcasey
Longbowmen ... I have to escort them with a pikemen anyway, so why not just make a knight that'll move twice as fast, cost the same as the two unit stack and have retreat options?
Originally posted by pcasey
Cannon ... Give me a cavalry over a cannon any day.
Artillary ... Give me a tank or a modern armor over an artillary any day.
Originally posted by pcasey
Cruise missile ... exactly what role is a range one disposable bombard unit that can't destroy anything supposed to play?
Originally posted by pcasey
Mech Infantry ... why not just build modern armor? Almost the same cost, moves faster, defends 16/18s as well and can attack with twice the power and 2x on any given turn.
Originally posted by pcasey
An Air Force ... I'm a heretic on this one, but I think the air units are useless in Civ III. For the cost of building up the 10 bombers I'd need to soften up an enemy city, I can build 10 modern armor. With 10 modern armor attacking, I won't *need* to soften it up. Plus I'll have units to garrison it with after I'm done.
Originally posted by Badtz Maru
I made the Longbowman 5.2.1 and a UU for England - I felt they were gypped by a potentially useless UU and it's history makes it a fitting English UU.
Originally posted by Ozymandous
Sorry, but this can and does happen. How do you think the first few tanks were delivered to the Persian Gulf back in 1991?
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Maybe it's just me, but I think that caravels come along too late. By the time you get a ship that can really explore the world is already filled.
There should be a unit that can explore the seas earlier."I was a young man with unformed ideas. I threw out queries, suggestions, wondering all the time over everything, and to my astonishment, the ideas took like wildfire. People made a religion of them." - Charles Darwin
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