I'm all for the mines (there should be wire obstacles, tank traps etc.) The closest I ever saw them simulated in Civ2 was the scenario 2194 days (great WW2!) using Anti-tank ditches instead of walls. The other I tried by making mines one unit and obstacles another. They had a movement of 1 which was a problem but no attacking ability. Mines had a high firepower and used for defense. Obstacles had hit points and also no attacking aility. Both had a defense between 5 to 10. But still is wasn't satisfying. I think the Engineer is better. A Combat Engineer unit I suggested earlier could be used. It could also breach obstacles, serve as a sapper (both in the early days when they would seige castles digging "saps", diagonal trenches and under walls) or as a demolitions expert (similar to a spy).
Poison gas: Yeah I feel that the WW1 scenario although a great icon didn't epresent it well. It should not kill units, but cause serious damage (and affect morale/cohesion), but it also should pollute the terrain it was used on (I tried in vain to do this through the events.txt no luck). The pollution should be contamination (of course there are persistent and non-persistent agents but Civ2 would probably stick with persistent agents to make poison gas different than a bombardment). Contaiminated terrain should weaken the strengthen of a unit if the cross into (unless they have NBC gear which could be another advance or you can have a chemical school as an improvements and have units train there).
As another topic: The ability of Spies should each be a toggle (I.e. cause revolt, invetigate city etc.) each one you could select as a separate attribute as to whether or not a unit could do it. This would be an easy way to simulate strategic bombers (I.e. they could damage city improvements, drop propaganda leaflets/incite a revolt, investigate cities/aerial recon).
It would be easy by I still favor adding a tactical level option and a bettercombat system.
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"No eternal reward will forgive us now for wasting the dawn."
- Jim Morrison
Poison gas: Yeah I feel that the WW1 scenario although a great icon didn't epresent it well. It should not kill units, but cause serious damage (and affect morale/cohesion), but it also should pollute the terrain it was used on (I tried in vain to do this through the events.txt no luck). The pollution should be contamination (of course there are persistent and non-persistent agents but Civ2 would probably stick with persistent agents to make poison gas different than a bombardment). Contaiminated terrain should weaken the strengthen of a unit if the cross into (unless they have NBC gear which could be another advance or you can have a chemical school as an improvements and have units train there).
As another topic: The ability of Spies should each be a toggle (I.e. cause revolt, invetigate city etc.) each one you could select as a separate attribute as to whether or not a unit could do it. This would be an easy way to simulate strategic bombers (I.e. they could damage city improvements, drop propaganda leaflets/incite a revolt, investigate cities/aerial recon).
It would be easy by I still favor adding a tactical level option and a bettercombat system.
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"No eternal reward will forgive us now for wasting the dawn."
- Jim Morrison
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