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  • #31
    The two move/defense problem could be solved by the addition of SMAC-style ground transport units. I've never tried something like that -- is it possible under either version of Civ III?
    No, I did not steal that from somebody on Something Awful.

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    • #32
      roads/railroads should be used to incerase trade between cities, they shuld not affect tile production directly. This would also avoid having to saturate the entire terrain with them.

      Railroads should have the following property: units can "load" and "unload" in cities and transport would take one turn. Kinda like rebasing an aircraft.

      Then we could have highways which would reduce movements from 1/3 (road) to 1/6 or 9.
      A true ally stabs you in the front.

      Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

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      • #33
        Originally posted by Master Zen
        roads/railroads should be used to incerase trade between cities, they shuld not affect tile production directly. This would also avoid having to saturate the entire terrain with them.

        Railroads should have the following property: units can "load" and "unload" in cities and transport would take one turn. Kinda like rebasing an aircraft.

        Then we could have highways which would reduce movements from 1/3 (road) to 1/6 or 9.
        That's definitely the way I'd like to see it done, with some terrain upgrade for more food and production. Maybe something like hydro wires when you discover Electricity. All operations become more efficient with hydro, and so produce more.

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        • #34
          Originally posted by Willem


          That's definitely the way I'd like to see it done, with some terrain upgrade for more food and production. Maybe something like hydro wires when you discover Electricity. All operations become more efficient with hydro, and so produce more.

          hi ,

          agreed but then we should reset some values for the food and shields or we get mega cities the size of 50 with a thousand shields or so , ....

          some adjustments would be needed

          who knows maybe in the next XP , ......

          have a nice day
          - RES NON VERBA - DE OPRESSO LIBER - VERITAS ET LIBERTAS - O TOLMON NIKA - SINE PARI - VIGLIA PRETIUM LIBERTAS - SI VIS PACEM , PARA BELLUM -
          - LEGIO PATRIA NOSTRA - one shot , one kill - freedom exists only in a book - everything you always wanted to know about special forces - everything you always wanted to know about Israel - what Dabur does in his free time , ... - in french - “Become an anti-Semitic teacher for 5 Euro only.”
          WHY DOES ISRAEL NEED A SECURITY FENCE --- join in an exceptional demo game > join here forum is now open ! - the new civ Conquest screenshots > go see them UPDATED 07.11.2003 ISRAEL > crisis or challenge ?

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          • #35
            we also need CANALS!! urgently!!
            A true ally stabs you in the front.

            Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

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            • #36
              Originally posted by panag
              agreed but then we should reset some values for the food and shields or we get mega cities the size of 50 with a thousand shields or so , ....

              some adjustments would be needed
              Why? All that's doing is replacing Railroads with another terrain improvement in order to increase food and shields. Railroads would be used strictly for transportation purposes, not for production.

              I like the idea of the rebase thing once a city is connected by railroad. That would probably help shorten some of the turn time since we wouldn't have to actually see that unit travel the rails. It would just disappear from one city and reappear at it's destination.

              It would also make rails more strategic; just blow out a scetion and you greatly hinder the enemy's ability to counterattack.

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              • #37
                [SIZE=1] Originally posted by Master Zen
                we also need CANALS!! urgently!!
                This, is a great idea.
                "Guess what? I got a fever! And the only prescription is ... more cow bell!"

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                • #38
                  Originally posted by Master Zen
                  we also need CANALS!! urgently!!
                  hi ,

                  at first it seemed we where going to get it true a small wonder , then true the editor only and then , nothing at all , .....

                  except this ; "no comment" when asked in a chat , .....

                  who know's , maybe the next XP , ......

                  have a nice day
                  - RES NON VERBA - DE OPRESSO LIBER - VERITAS ET LIBERTAS - O TOLMON NIKA - SINE PARI - VIGLIA PRETIUM LIBERTAS - SI VIS PACEM , PARA BELLUM -
                  - LEGIO PATRIA NOSTRA - one shot , one kill - freedom exists only in a book - everything you always wanted to know about special forces - everything you always wanted to know about Israel - what Dabur does in his free time , ... - in french - “Become an anti-Semitic teacher for 5 Euro only.”
                  WHY DOES ISRAEL NEED A SECURITY FENCE --- join in an exceptional demo game > join here forum is now open ! - the new civ Conquest screenshots > go see them UPDATED 07.11.2003 ISRAEL > crisis or challenge ?

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                  • #39
                    Yep. Countless examples in the medieval age. More recently, I will refer to Villers-Bocage and the battles of Caen during the Normandy Campaign.
                    American pop-culture victim here- villians took some baggage camping in northern France? I'm just wondering if army units have the same chance of retreat at 1 HP as normal units.

                    So, why are canals a big concern? You have a fair aproximation of them as it is with cities, no?
                    Enjoy Slurm - it's highly addictive!

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                    • #40
                      Yes, but only an approximation... Ships can't cross a two tiles chokepoint using cities. This would open a lot of inland seas, which is a good thing...

                      --Kon--
                      Get your science News at Konquest Online!

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                      • #41
                        I've increased the movement rate of the following:

                        -> paratrooper, submarine, and nuclear submarine by 1

                        -> increased operational range of paratrooper and helicopter by 2
                        "What did you learn in school today, dear little boy of mine?
                        I learned our government must be strong. It's always right and never wrong,.....that's what I learned in school."
                        --- Tom Paxton song ('63)

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                        • #42
                          Re: Unit Movement Increase

                          Originally posted by TriMiro
                          Ancient Empires were quite large as teritory, yet they could move units much faster than one tile per 50 years.
                          Yup I agree with you the movement should be alot faster. Did soldiers moved in reality like in this game the Romans would just arrived at France to battle against the Gavul yesterday

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                          • #43
                            have already changed modern ships to have 'all terrain as roads', and am adding points from infantry on up.
                            A brilliant idea. Works fine, thanks for the concept

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                            • #44
                              Do you mean to say that in the real world, if a nation is surprise attacked, it will be able to amass its entire military force against the attacker immediately?
                              There might be an interupt in the war. If a nation makes a surprize attack then the "victim" nation might have an interupt extra "half-turn" to react. By half turn I mean that all the units can be moved only with half their speed, and the player cannot attack enemy units. Also any movement will be deducted from the movement of the coresponding unit in the next turn (so that no extra movement is gained overall). This will give the ability to react to the attack and rearange the defence.

                              I know this is going to be difficult to achieve in multiplayer (especially for e-mail games) but for a single player it should be OK.

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                              • #45
                                Well, I know I've said this before but, yes I think that MP's should be increased-by as much as a factor of 4 or 5. However, I think that a concept of Operational Range should be included in the game. That is, the range that a unit can go OUTSIDE FRIENDLY TERRITORY!! Ranges should always be highest for non-combat and specialist forces (like marines and paratroops), followed by foot-soldiers, then horse units and, lastly, mechanized units (Reflecting the extent of supply to keep the units maintained). Also, a unit from a more modern age will always have a range of 1 higher than a similar unit in the preceding age (though the base movement rate of an industrial age unit should be higher than a modern age unit-to reflect the longer turn values)! If a unit finishes it's turn outside this range, then it will lose 1 hp until it returns to within it's range. This way, a unit could move very rapidly within it's own territory-quickly bolstering defences where needed, etc but, in hostile or unknown territory, they can travel shorter distances, due to supply line constraints! Nations with ROP agreements, outposts, fortresses and airbases would count as friendly territory for range considerations. A newly captured city would also count as friendly territory (option only count as friendly if NO RESISTORS present). Travelling on friendly roads would add +2 to range, and travelling on enemy roads would add +1 to range! Under this system, it might be possible to give expansionist civs a "civ bonus" granting them a +1 to the range of all their units!
                                What I think makes this a better idea is that it would eliminate the problem of "Takes 50 years to move between two of my cities" complaint, whilst not unbalancing the conquest side of the game. It would also add a new strategic element to the game, as you could capture an enemies fort, stranding the unit deep in enemy territory, and thus cut off from it's supply lines! Or you have to catch a vital enemy city just outside your units range, before the turn is over, or else risk losing hp!
                                Anyway, that is, in my opinion, a good compromise!

                                Yours,
                                The_Aussie_Lurker

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