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  • #16
    Here are a few ideas.
    1) As Civ 2 has multiple city styles to attempt to reflect cultural differences, there could be a handful of cultural styles that would be applied to the civilizations. European, Greco-Roman, Asian, Mid-Eastern, etc., would each be a style, with corresponding city and unit appearances. The cavalry units of two cultures would have identical statistics, but would appear just differently enough to add cultural flavor (but still be readily identifiable as cavalry units.) Civs would have default styles, but you could have the option to choose another style.
    2) Specific (and different) units may be granted based on certain characteristics. Rather than saying the Japanese get samurai because they're Japanese, give that unit to a civ when it reaches the appropriate technology in conjunction with having the proper social settings (I think social engineering has certain potentials) or government or something appropriate.

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    • #17
      1) what ajbera said.

      2) atahualpa, I agree. a major problem once with the workshop is once you got the hang of it, the game would create zillions of useless unit types that are only good as obsolete museum exhibits.

      3) I think no civ should start really diffeerent. only graphics different. in smac, basically the best civ is gaians (+ effic. +1 growth) and then spartans, peacekeepers and morgan. everybody else suck ass. How can I control a nation which doesn't have a + 5 police value and has - 3 probe and - 3 tech? In AOK same problem: Persians are best (elephants). teutons are 2nd. Vikings are best for sea. every one else don't come close.

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      • #18
        quote:

        Originally posted by Youngsun on 03-18-2000 11:03 AM
        Urban Ranger

        Have you really played MOO/MOO2 before?

        We can see enemy units if we have right scanning technology or a scout unit on enemy planet without necessarily going into battles.

        After I got many advanced scanning techs I could see all the enemy units every turn and would you say that is temporary?

        [This message has been edited by Youngsun (edited March 18, 2000).]


        Yes, I have played MoO extensively and MoO2 not so extensively.

        IIRC, you know what's on the ground (such as 15 stinger missiles) but not graphical representations. If there are graphics, they are the generic ones. I don't think there are any differentiations between missile launchers.
        [This message has been edited by Urban Ranger (edited March 27, 2000).]
        (\__/) 07/07/1937 - Never forget
        (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
        (")_(") "Starting the fire from within."

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        • #19
          Urban Ranger

          Were you talking about defense facilities such as missile launchers?

          I was talking about the military units. Spaceships. Don't you remember different coloured banner has whole different set of fleet graphics? If your memory got little bit rusty try the game now.

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          • #20
            Ajbera's idea seems to be the most logical solution to the problem. If we can select a city style, why not a units style. It wouldn't neccessarily be "pre-determined", yet it could serve historical accuracy if playing on Earth. There should be an option when creating your world to have random units style or standard unit style. That way you can make the Indian Civ fight with Elephants, or randomly select their style. Maybe the same option should be given for city style. Why should the English AI always be in a castle? Makes sense right?

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            • #21
              I like the ideas, but intstead of civ- specific units, I'd like to see terrain- specific units. Think about it: in the real world, most civs in the same climate have similar units.

              The way I'd like to see this put in place is for units to have terrain-speeds.

              For example; an alpine troops would be fast on tundra and mountains, but slow on grasslands. While a horsmen could be fastest on plains but pretty slow on glaciers(or maybe just wouldn't be able to get through).

              In this way civs would build units that suit their nearby terrain types.

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