quote:![]() Originally posted by Harlan on 12-08-2000 11:24 PM Wes, You didn't really answer my questions from my previous posting. First off, what percent longer will your mod be in turns than the regular CTP2 setup, and how does that compare with what percent of new units you'll have. I still worry about getting too many new units before I can really use them. Ways to automatically update old units to new (for a price or a Leonardo wonder or something) would help, certainly. ![]() |
At this point, I plan for the mod to use the standard Ctp2 timeline. If play-testing reveals that it needs to be adjusted, we can do that.
As far as units go, my aim is to give each unit a sufficiently long era of supremecy in its category to make it worth building. Ideally, you will be jeopardizing your safety if you don't upgrade your forces when I new unit comes along.
The land units are divided into 7 ages, each age with a unit from one of the unit build list, except for modern units like anti-air and marines.
The naval units are less precisely defined, but I am basing them on the Med mod 4 setup, which worked out well as far as spacing is concerned.
Air units are divided into WWII, Genetic and Diamond ages, roughly speaking.
quote:![]() Originally posted by Harlan on 12-08-2000 11:24 PM Second question. What do you think about my comment that "less is more" and one shouldn't simply add a new unit or wonder or other, just because the graphic is there? I'll again point to the Ironclad and Monitor as an example. As far as I know, there was no such thing as defensive and offensive Ironclads, there was just one type. The Monitor was but an early single boat, and as one of the first Ironclads ever built, largely without any offensive weapons. This was an oversight (based on a need to rush a weapon, any weapon to meet the Merrimack) that was soon rectified by all later Ironclads. I can see why for logical reasons its good to look for an offensive and defensive ship in each era, but the Monitor is not what you're looking for for that era, unless you want to fly in the face of history. ![]() |
From my understanding, the Ctp2 Ironclad is comparable to the successors of such ships as the CSS Alabama and the USS Kearsarge, who fought it out in the English Channel, and the forerunners to Armored Cruisers like the USS Maine.
Ships like the Monitor and Merrimac were specific to the US Civil War, but my understanding is that there were many Monitor-class ships built by the US Navy, and ships like the Merrimac played crucial roles in river warfare in the Civil War.
I plan to use the Monitor as a niche unit, available only to the first civ to research Steam Engines, for example. If less turns out to be better, then we can easily remove these units from the game.
quote:![]() Originally posted by Harlan on 12-08-2000 11:24 PM I would also call into question some of the other unit additions as being unnecessary, such as the Privateer, but if you could explain the wonders they'll be attached to, maybe they're look better. The Galleon I agree is an important unit, but I believe that is exactly what the Carrack is. They're nearly the same thing, but I'm sure the Activision guys named it Carrack simply so there would be one less unit they share with Civ2. For instance, I asked the lead designer why he wouldn't include Chariot, and the name was the reason: the legal team said they were skating on thin ice with having too many things the same as Civ2, and there was no other name to call Chariot. Other ones I'd question: why a WW2 Frigate? Slinger? Horse Archer and Bandit Horseman (one or the other is fine)? Heavy Swordsman and Swordsman (again, one or the other)? The Zulus? These seem driven by a cos we have the graphics sentiment. Bombard, Culverin AND Cannon seems a bit iffy- 2 out of three is good, unless the mod will stretch time out a ton. ![]() |
I envision the Carrack as a Colunbus-era ship, while the Galleon would be the next evolution, a 16th or 17th-century unit. There is only one Naval transport unit available after the Cog, the Transport, which comes about in the Industrial age. We may need another transport between the Cog, which I plan to use as an early Renaissance transport like Tom designed it, and the Transport, and move the Transport to the 20th century. Or, I can use the Galleon as a swift raider ala Francis Drake, available to one Civ to establish naval supremecy during the Renaissance era, and an able support craft to the SotL, when that unit comes along.
Frigates are going to be the first and only unit capable of defending against air units until the late 20st-century Missile Cruiser comes along. The Slinger is the Bronze age ranged unit, the Horse Archer a late-Medieval Ranged and Flanking unit, and a companion to the Knight, Bandit Horsemen will be Iron Age swift raiders with both Ranged and Flanking attacks, available to only one civ, Heavy Swordsmen are successors to Swordsmen (I spent about an hour combing websites trying to find a better name than Heavy Swordsman, but to no avail. Any suggestions are welcome.) The Zulu Warrior is another special unit, and will have mounted-unit mobility and flanking attack combined with infantries ability to move over any land terrian. They will be a bronze and iron age unit, and I may leave them active up to the Industrial age. As I said earlier, Bombards will be immobile defensive units created automatically, and not able to be put into the build queues of anybody, while Culverins and Cannon will occupy diffrent eras.
quote:![]() Originally posted by Harlan on 12-08-2000 11:24 PM On the other hand, there are some holes that still need fixing. For instance, ICBM (I assume you forgot to mention Nukes), Seige Tower, Anti-Air Gun (pre-SAM). On another note, what about a provision in your mod for reducing the PW cost of adding, say, a Mega Mine to where a Mine was, or a Railroad to where a Road was. For instance, pay 300 instead of 500 if the original cost 200. I think it would be wonderful if someone made animations out of some of my units, but I also think it would be pretty near impossible, since they aren't based on 3D models. ![]() |
I have not made any changes to nukes. I thought they were in the lists somewhere. I don't think there are flags present to portray siege engines accurately. If someone wants to try some slic stuff, be my guest. The anti-air artillery, which I had in the med mod I, I was going to wait and see how play-testing went. The anti-air category may have to be absorbed into another category anyway given the 5 build list restriction.
I will try and make another post dividing the standard units into their ages, and with wonder units in another list. Hopefully this will clear up some of the confusion.
As far as the Tile Improvements, I would love to be able to do that, but there is no setting for it at this time, unless you tried slic again.
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