Ah Don Don, if only life could be that simple.
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MOVEMENT, SUPPLY, ETC. (ver 2.0) hosted by don Don
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Food, shields, gold sounds OK.
Want to add something, but I don't know if it belongs here (Support is not in the thread's title).
If you build a unit, 100 or 200 (x10) food icons should be deleted out of the food storage box to simulate the loss of population by men leaving the city and going in a military unit.
So building military units all the time, seriously slows pop growth.
If there are less than 20 food icons left, in the box the population of the city could decrease!
There should be mercenaries. They would only require lots of gold, but no resources or food. They have to take care of that themself.
Wile normal units perhaps only require 2 gold per turn (remember if trade is x10, than gold and your treasury is also x10), mercenaries could require 10 or 20.
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Nice supply system
Only thing I would change is to pool all the supply produced in a region or your civ. Supply is automatically distributed in the most effecient manner, and the surplus is stored in your cities (decays gradually) like food and resources. If supply runs out there is a preference to set to automatically begin using gold/production.
It is a big pain having to worry about which city your unit is home to to get the best effeciency.
If that takes too mcuh CPU time, just calculate the effeciency based on the nearest city and give a modifier based on overall transport infrastructure.
We could also require supplys to be used to repair units. This would tend to take much more than general mainenance (~ 4-10 x, depending on the repair rate)
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"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark
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The supplies for unit repairs sounds like a good idea to me. I've always favored having to spend money to repair units, but having to spend supplies (which are shields unless you're running low in which case they're gold) sounds more reasonable.<p style="font-size:1024px">HTML is disabled in signatures </p>
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Don don:
Didn't know if you'd be looking at the TM's Check In thread, but figured you'd notice if the 25 day old Movement thread got bumped...
You want me to start on the summary for this here thread? You'd stated previously that you were having difficulties.
Let me know.
<font size=1 face=Arial color=444444>[This message has been edited by technophile (edited September 06, 1999).]</font><p style="font-size:1024px">HTML is disabled in signatures </p>
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<font size=4>See summary at Movement 2.0 summary. </font>
I'll open a new thread if there's alot of demand... hello? Is anybody out there?
<font size=1 face=Arial color=444444>[This message has been edited by don Don (edited December 10, 1999).]</font>
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I am, and that's about it, I think. Read your 2.0 summary and loved it. Your organizational skills are exceptional. Makes for an easier read. That said*ahem*:
3.2) "Air units in transit between stations pass over ground/sea units, cities, and bases w/o attacking or landing."
I don't know if you recall, but in a much earlier comment I said that such global movement should also have very little chance of detecting certain things. Cities should be relatively easy to find, but moving units (a huge stack over plains might be easy to spot), airbases in jungles, small oceangoing fleets? You didn't say anything for or against this in the summary, but I think it should be included, with varying % chances of detection, and w/ a max detection range of 0 (flies over) to 1 square (depending on the size of tiles in civ3).I'm consitently stupid- Japher
I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned
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If a turn is a YEAR then you are bound to notice sooner or later that there is a bunch of troops out there ...
Just checked the summary, nice work, but is the deployment model in there? I didn't see it, but I could have missed it...
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"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark
<font size=1 face=Arial color=444444>[This message has been edited by ember (edited October 01, 1999).]</font>"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark
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ember,
Each turn is a year or more, but the transfer of air units ("air units in transit") takes hours for actual flight. It's important to note that they aren't looking for enemies; any WWII flight officer will tell you how hard it was to find enemy fleets even when they were looking. And considering the size of the tiles, do you really think a flight of bombers can spot an army 700 miles away, let alone a spy unit? The curvature of the earth would prevent sight of more than dozens of miles (and that's from the air, 3 miles is max on the ground near sea level)! Hell, Alexander the Great escaped the armies of Darius by following a path thru the mountains, even though Darius had him trapped in a valley pass! Personally, I think armies/navies should be able to pass through the same tiles and not spot each other in rare cases, but I'm sure the players would have a fit about that. I stand by my idea.I'm consitently stupid- Japher
I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned
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BTW, please don't commment about summaries in the "Summaries of/about...". I don't want to see it clogged with comments, and I'm pretty sure I'm not alone. Save the comments for this forum (although someone should BUMP the summaries once in a while!). Just a friendly reminder.I'm consitently stupid- Japher
I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned
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Sorry. Won't happen again.
I was assuming they meant when you move a plane unit over a ship. If we use deployment the hole situation is avoided, as you don't move the actual unit, you just tell it where to go.
That is probably the biggest plus of deployment, you don't have to watch every bloody armour move from one end of you civ to the other every turn when doing a blitz, you just tell them to go there and they appear the next turn.
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"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark
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Theben,
I didn't want to put anything of that nature in with the purely movement oriented parts (the first 3 sections). If I'd been paying a bit more attention I would have put that in §7 Exploration. In fact, exploration was just about the last thing I worked on, and my thinking capacities were strained. I was sitting there scratching my head, "Isn't there something else I could put in here?" Doh!
I think your comments were on one of the older threads, which I only skimmed to give ideas a chance to jump out at me. If Yin delays to allow those with too much time on their hands to summarize delinquent threads that can be amended.
ember,
I did mention it in the general comments of §11 Miscellaneous Suggestions. I know that is a very sketchy mention. Again, if Yin delays…
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