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  • Civ III Units Workshop

    I'm almost sure we will have some form of "unit workshop" in CIV III cloned from SMAC. That will let us build up unit with special features, not limited by few historically predefined units.

    That's idea has been already discussed, but now I'm refreshing the argument on a different perspective, because I don't want to vote or rate pro or against Unit Workshop in Civ III.

    I will take for granted (for this post sake, that is) that some Unit Workshop (U.W. for short) will exists.

    I only would like to imagine which attribute we will manage for every unit.

    If anyone doesn't know how U.W. work in SMAC, I briefly descibe it:
    You don't have predefined, "closed" units. Yu have Units as "objects" with few slots where you put properties available at the Discovery Tree level you already know.

    You have:
    Chassis slot: by foot, by wheels, ship, plane, missile, etc.
    It defines turn movement, movement place (ground, sea, air), some limits to other available feature (e.g. only missiles can have nuclear attack weapon).
    Attack weapon: in SMAC it can be occupied by something else for non combat units, e.g. by colony pod to make a "settler", by former tools to make an "engineer", by cargo hold for cargo units, etc.
    Defense armour: how strong is the shield against enemy attack, but for a silly SMAC formula is in effect the number that define how much damage the defense units affect to attacking unit.
    Engine: with lot of collateral effects, ranging from lowering unit producing expense to turn movement to defense multiplyier.
    Special equipment or ability: two slot (the second only available later in game) where you can put special as SAM ability, Nerve gas available on attack, free unit support, morale enhancer, deep skull to make submarine units, etc.

    You can mix any legal group of combo, then the system will suggest a (composed) name for unit type that the player can modify.

    Back to the main point, how would you like to define the list of available feature for every "unit slot" in CIV III?

    Just for example:
    Chassis list:
    by foot (make infantry type unit)
    mounted (make knights, elephants, camels type units)
    by wheels (make charriot, cannon, mechanized infantry units)
    air (make dirigible, plane and helicopters like units)
    sea (make trireme, galeons etc.)

    We can have the system able to "suggest" predefined, historically accurate units (legions, pikeman, knights, etc.) but usually we can chose to build them by ourselves:
    put a pike as attack weapon of an infantry chassis and you have a pikeman, put it on a horse chassis and you will end with a lancer.

    More flexible, more interesting.

    Main drawback of SMAC U.W. was the limited graphics available (they kept units graphics too much generalized, but that make it difficult to remember and distinguish different units on the field) and messy interface of U.W. (but we can make lot of hints to Firaxis designer about the latter, if they really want ).

    Do anyone wants to suggest about the list definition to use to fill the unit slots, keeping an eye on SMAC model and another on history and CIV style?

    ------------------
    Admiral Naismith AKA mcostant
    "We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing."
    - Admiral Naismith

  • #2
    Ehila! Admiral

    I always support "unit workshop" idea. However, I personally did not like SMAC style unit workshop and I much prefer MOO style unit workshop.

    SMAC's prototype idea is good one I reckon.

    I really liked the interface of MOOI/II unit workshop.

    You are right Admiral the similar graphics between two very different units things were quite annoying. Just like the city icons in CivII, each chassis should belong to at least five different major cultures.

    European
    Near eastern
    Indian
    Oriental
    American(sure native)

    And clear graphical distinction of weaponry is essential.

    Predefined historically accurate units should have more benefits over any experimental units to prevent bizzare mil units wandering around the globe such as a knight mounted on camel or armoured elephants.

    But sometimes weapon and chasssis combination alone can not create historically accurate units. Good examples will be Phalanx and legions. Arming any swordmen with some pila and gladius wouldn't create the true legionnaires. That's why we need some sort of training facilities which has been suggested by Stuff2. Thus raw conscripts from the civilian population would not fit to be a chassis material for legion units. Only trained men who know how to form,march,build and fight will be suitable material for a legion unit.

    Any more ideas on this Admiral?


    [This message has been edited by Youngsun (edited May 13, 2000).]

    Comment


    • #3
      Par4 suggests these different design styles
      American(Americans buy things where they can be American)
      Native American
      Meszo(sp) American(maybe)
      European
      Classical(maybe)
      African
      Middle Eastern
      Northern Asian(maybe)
      Indian(maybe)
      Asian

      Maybe this is too many??

      I think in order to build something that city should have to have the buildings to train/build the unit. Barracks, Military academy, tank factory, shipyard, aerospace complex, armory, a few others maybe. I agree historically accurate units should give bonuses maybe like a legionaire could get a morale upgrade because Roman legionaires were very well trained and disciplined and enjoyed high morale or U-boats could get an attack bonus or something. I would add slots for extra upgrades slots for electronic warfare such as GPS and radar and radio jamming equipment.

      I am mainly into modern warfare so here's my ideas for special abilities for modern although this might(probably) be too much.

      Ships

      AEGIS radar
      Stealth(yes there are stealth ships prototyped if the United States was at war we would see them built)
      Cruise missle bays
      Interceptor bays
      3 gun turrets
      AAA
      Double sealed hull
      electric drive
      fision drive
      silent turbines(subs)
      Extreme pressure hull(subs)
      underwater launch tubes(subs)

      Tanks

      radar jammers
      radio jammers
      gps
      range finder
      night vision
      electric drive
      laser communication
      cannon size upgrades(80mm>120mm)
      AAA

      Mechanize vehicles

      range finder
      night vision
      gps
      radio jammer
      radar jammer
      infantry transport
      AAA
      rapid fire turret
      laser communication

      Infantry

      gps
      range finder
      sniper scope/training
      radio jammer
      laser communication
      night vision
      special ops
      amphibious ops
      anti tank
      AAA

      Airplanes

      stealth
      VTOL(counts as 1/2 in carriers, ie 2x planes)
      countermeasures
      heat seeker missles
      attacker upgrade(makes it fighter/bomber)

      Some upgrades couldn't work together I'm not sure which. Maybe the EW units could have an EW upgrade instead of radio jammers gps range finders.


      ------------------
      I use this email
      (stupid cant use hotmail)
      gamma_par4@hotmail.com
      Don't ask for golf tips
      Your game will get worse

      Comment


      • #4
        Par4

        Thanks for the hard working and reminding me there is also "modern warfare" in civIII.

        May I add some?

        ships

        Anti-submarine weapons/device.
        AA gun should be divided into two:
        Noraml AA gun and "Phalanx system".

        Tanks

        ERA armour fittings.
        Fording device.
        NBC(nuclear,biological and chemical)protection.
        ATGM fittings.
        SAM fittings.
        Stabiliser.
        Gun upgrade for Russian style.
        76mm-85mm-100mm-115mm-125mm.
        Gun upgrade for US & allies style.
        90mm-105mm-120mm.
        Smoke dischargers.

        APC/IFV/truck/jeep/others

        recoiless guns.
        ATGM fittings.
        SAM fittings.

        Infantry

        Mortars.
        Inf-guns.
        Field howitzers.
        HMG.
        SMG.
        LMG.
        Rifle.
        Assault rifle.
        Grenade.
        Bayonet.
        AT-rifle.
        AT-gun.
        Portable SAM,ATGM.

        wait a minute? I think this kind of things will be handled by the programmer not by us. better spend time on discussion about how the unit workshop has to be implemented in the game I believe.

        Comment


        • #5
          I don't think the unit workshop is a good idea.
          most units are composed of a mix of most of these catergories, for instance a modern infantry unit would have almost all of the different weapons listed, that is what makes it effective as a modern infantry (and training). In a historical game, I like the idea of distinct historical unit types, maybe with some upgrades possable to each type (like phalanx's being upgraded to iron spears (+0.5 to 1.0 land combat). this could be automatic, or cost some. For instance computers might be one of the triggers to modernize several units, such as armor from shermans to m60's, and plastics to get to M1's.

          ------------------
          "Any technology, sufficiently advanced,
          is indistinguishable from magic"
          -Arthur C. Clark
          "Any technology, sufficiently advanced,
          is indistinguishable from magic"
          -Arthur C. Clark

          Comment


          • #6
            This is the way I want it.

            U have the different kind of units from differen ages. I'll show u what i mean:

            Stone age
            - Infantry
            Iron age
            - Infantry
            - Cavalry
            Mideval
            - Infantry
            - Cavalry
            - Naval
            - Artillery
            Modern
            - Infantry
            - Motorized infantry
            - Motorized cavalry (maybe called: tank)
            - Artillery
            - Air attack
            - Air defence
            - Air espionage (maybe this should be handled from the intelligence window)
            - naval
            - submarine

            Future
            - Robotic infantry
            - Automated air defence.
            etc

            This list is not in any way complete but i think u get the picture. There's no need to make it too complicated. U don't have a "laser gunner" instead u have a "computer age infantry". Then when u go deeper in the unit u may find that 3000 of them will have laser guns and 4000 of them will have machineguns. If u replace all the machine gunners in the unit with laser gunners the unit will get stronger.
            stuff

            Comment


            • #7
              Blech. No offense guys. Just expressing my opinion.

              The workshop was one of the things I couldn't stand the most in SMAC. For me, it was way too much management, and added to the time to play the game. I thought it to be a complete waste of time. "Just give me a new unit, dammit!"

              Comment


              • #8
                military screen
                overview of your armies
                upgrades
                special abilites

                upgrades on-upgrades to units, ie if you get rocketry your units get AAA bonus at a little cost. To add something to the game maybe you could see some of your units in 3d units with the upgrades, so if you get rocketry you see stinger missles on tanks.

                special abilites on-all marines get amphibious landings and ships get anti sub and boarding parties, stuff like that.

                These cost a little money for each unit and should always be done(unless you short on cash). I think this might add a little to the games atmosphere, seeing special abilites and upgrades on units not always just the boring old units everyone has. Graphics could be different for civs like western civs have american style tanks eastern has russian style.

                ------------------
                I use this email
                (stupid cant use hotmail)
                gamma_par4@hotmail.com
                Don't ask for golf tips
                Your game will get worse

                Comment


                • #9
                  Par4's simplified version of unitworkshop will do the job I reckon.

                  I don't think unit workshop idea itself is bad idea but the implmentation has been done in SMAC wasn't very good.

                  First of all, there was no clear distinction of arming a unit with good graphical representaion.

                  Secondly, too many useless prototypes made but no construction on these.

                  Anyone who played MOO series will like to see unit "workshop idea".

                  I think there should be "unit workshop" and "army organising".

                  Assuming that each city produce 1000 infantrymen and they are stock-filed into national arsenal, now current number of infantrymen stockfiled is 100,000 and if 10,000men need to form a division 10 inf. division can be formed.

                  Comment


                  • #10
                    Yeah, no offense, but the unit workshop? -- Please no. MOO, sure. SMAC, why not. But Civ?? No way. One sure way to break the spell of the game is to turn it into a build your own sort of a deal.

                    Now, as part of a scenario editor, sure... But definitely not an in-game feature.

                    Comment


                    • #11
                      I also dont like the Unit Workshop! Please no Unit Workshop in CivIII. Or at least make it completely different from SMAC. The SMAC UW was..........well.............bad and it was slow.
                      I really didnt like it.

                      Ata

                      Comment


                      • #12
                        Hey guys!

                        I know most of you guys don't like SMAC style unit workshop and I myself don't like it and I made it clear from the beginning.

                        Aren't you little bit sick and tired having units just after some necessary discoveries? For example, having a Musketeer unit just after "Gunpowder" or Riflemen unit just after "Conscription".

                        I really like Stuff2's "equipment" idea and if we can produce things like muskets,cannons and rifles as they are, the game will be more exciting and fun I reckon. This also gose with the "mobilisation" idea which posted by someone else thus the manpower mobilised from your population will be primary materials for infantry unit chassis and equipment produced from your city factories will arm your men.

                        And why not give some degree of freedom to users build somewhat customised battle units to adapt changing situation and environment, hah? I also mentioned Historically accurate units should have more benefit over any experimental units to discourage many bizzare historically-unseen units roaming around the planet.

                        I persoanlly want the game as historic World simulator with some degree of freedom to go somewhat different ways from the fixed path of human beings which we know very well but with reasonable historic represenation and lessons.

                        And most of all, we don't have silghtest idea what Firaxis will do about the old unit workshop concept from SMAC and if they intend to introduce this concept into CIVIII it has to be better than SMAC style and as Ata's suggestion completely different.

                        Why not? why not? why not?

                        Comment


                        • #13
                          quote:

                          Aren't you little bit sick and tired having units just after some necessary discoveries?


                          Simple answer: no.

                          What I do like however, would be building weapons and equipping men with it so to say: recruiting. Like in Colonization.

                          Ata

                          Comment


                          • #14
                            At least you see my point Ata and Colonization style arming and equiping men also need some modifications and this will eventually end up like some form of unit workshop I guess.

                            Comment


                            • #15
                              I support what Youngsun is saying, I didn't like the SMAC unit workshop, but I think you could have premade units. So you didn't actually need to use it, but if you wanted a different unit, you'd go pick "Unit Design" or whatever from the menu and customize your own. Of course all the premade units would be possible to make and customize with the unit workshop.

                              I am a bit worried about the graphical representation. To get the units looking as different to each other as the civ2 ones, you'd need a hell of a lot of chassis and armour types. I think there'd need to be some automatic graphic changes, which SMAC had some of, for e.g., when you put legion armour on an elephant, it covers the whole thing, raather than the size of a legion.

                              There is one problem with the realism though:
                              If a civ is making legions for e.g., and they suddenly discover gunpowder, then they decide they don't want musketeers because musketeers don't have armour. So they design a legion with a musket, because muskets are better than swords. Is this realistic? This would happen in heaps of civ3 games, and would happen also with other units.

                              Comment

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