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Topic: UNITS: Co-managed by JT3 and Victor Galis |  |
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kd5bjo
b.02-15-99
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posted July 15, 1999 13:45
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kd5bjo the poster, NOT the TM: quote: I'm going to try to answer everyone's question, etc. in this one post and I may not do a very god job of it, so please bear with me...Geoff: You're suggestion that when a fighter plane gets shot down, it walks around as a basic infantry unit? ... the other interpretation I can see is that it's taxing along the ground... but... why would it do that, and why would you want it to? I was suggesting this as another way to keep your plane from dying because of running out of fuel. Maybe it can't go into jungle, forest, etc. n.c.:As for the states, I don't understand. The combat summary discusses ideas that may be similar. perhaps it would help if you related your ideas to that. The way I thought this might work was that each state for a unit has a completely different set of characteristics and it acts like different units (with the same # of hitpoints, etc.) that can change (almost) freely between the two states. The fighter example represents whether the plane is flying, which uses fuel or taxiing on the ground (which uses significantly less fuel). The MASH unit would either be set up as a mobile hospital or packed up and moving elsewhere. DickK: I won't repeat what you said because it is immediately above this post and rather long. I like the ideas of having non-military uses for them too, but I had originally thought for them to act like a city with a barracks (Units healed completely spending a turn there) while they are set up, which would let you not send your units on a long trek to a city to get healed. everyone: I wasn't necessecarily suggesting just those two units, but as examples of some units that could use this idea. CivII already has something like this (called fortification). Fortifying units could just be changing them to a fortified state, which has different effects on different units (or the same effect on all units).
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ember
b.02-15-99
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posted July 18, 1999 23:12
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An entire squadron running out of fuel at the same spot, and all succesfully crash landing does sound a bit ridicoulous. I propose again that air units do not move out of cities. You deploy them to airbases, cities and carriers. From there you select a target in range and the air unit bombards them. Any fighters stationed in range of the target could strike pre-emptivly. Obvisously range depends on the type of aircraft. The number of rounds an aircraft bombards for is the same as it's HP when it reaches the target, so a raid that loses half it's strength to air defenses only can do half as much damage to it's target. The tech level of the AC determines how specific a target can be chosen. WWII can only do general bombardment, while stealth can chose a specific improvment/unit. Cicilians take casualties, as do buildings, but modern planes with a sepcific target do less (and is an atrocity to specifically target population with modern craft) The chance of damaging the target of an air attack depends only on the aircraft vs. target rating, the terrain and the unit type(not the anti-air combat rating, but is it soft vechilkes, hard vechiles or infantry, in that order) Damage the AC unit takes is dependant on the air combat rating of the defender and the type of AC (stealth are harder to hit than WWII)------------------ Any technology, sufficiently advanced, is indistinguishable from magic" -Arthur C. Clark
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The Joker
b.02-15-99
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posted July 20, 1999 09:51
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I think missiles should be more realistic in in Civ3:I think there should be two types of missiles: the one we all know and love from Civ2, with a certain, not very big range, and an intercontinental missile, wich can go anywhere on the map. Both types could be used for both cruies missiles and nukes, but the latter would be pretty expensive, so it would be bit of a waste to use it as a cruise missile. No. 1 would be a unit like in Civ2, and could be stationed in subs, bombers, cities and carriers. The other one would need silos, wich could be built in cities as an improvement (a city could have as many as you'd like) and in the countryside, paid by your public works account. The silos would be invisible, also to enemy units passing over it. I also think the latter should need one turn to warmup, before it could be fired. Enemy spy sattelites could see this. The enemy would then be told something like "the [civ]'s is warming up x nuklear missiles" x being the number. This would allow the enemy to warm up his own nukes. The last missile type would require a certain advance like Intercontinental ballistic missiles. I also think SDI defences come far to early into the game. They destroy the possibility to make real cold wars, as you don't have very much time from making the manhattan project till the laser is invented. There should at least go 100 years from you get nukes till you get SDI defence. |
kd5bjo
b.02-15-99
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posted July 20, 1999 18:39
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kd5bjo the poster, NOT the TM. quote: ember: An entire squadron running out of fuel at the same spot, and all succesfully crash landing does sound a bit ridicoulous.Changing states of a unit would not happen automatically and may cost movement points. Landing aircraft might take 4 movement points and a grassland, plains, desert, or tundra to land on or move on.
------------------ quote: No pixels were harmed during the creation of this post.
quote: This post composed of 100% recycled electrons
quote: "We have harnessed the power of lightning and used it to make sand think." -- Unknown
quote: "Fascinating" -- Mr. Spock
quote: "XYZZY" -- random adventurers in the Colossal Cave
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Granular
b.02-15-99
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posted July 20, 1999 22:53
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This kind of follows up on Pit's Doomsday Device post:This may also fit under the "Radical Ideas" thread. I agree that a Doomsday Device would make a good addition to CivIII. In the early sixties the Soviet Union flirted with the idea of a doomsday device that would exist in the form of a naval vessel that is itself a giant nuclear bomb (IIRC about 500 to 1000 mega-tons or enough to kill all life on Earth). This vessel would have recieved a constant string of telemetry from Moscow, and if this data was interrupted, the vessel would assume that Moscow had been destroyed by an enemy attack, and would then detonate itself, eliminating both sides. So, how could this apply to CivIII: The doomsday device would exist in the form of a naval unit that costs as much as a wonder to build. Each civilization would be limited to building one of these units (two at the very most, or more only under special circumstances (most advanced tech, possession of the Manhattan Project or equivalent wonder), after all, who needs a dozen doomsday devices?). In the case another civilation would destroy (or occupy) the capital of a civilation with the device, it would be activated, ending the game (with some point penalty applied to both sides in the conflict). In order to possess this weapon, one's civilization would be required to HAVE a capital city, thus, an attack against your capital city that destroys your capitol/palace would also set off the device. Being a Naval vessel, this weapon could be destroyed by another civilization without destroying all terrestrial life. In such a case a smaller explosion could occur, perhape on the scale of SMAC's Fusion PlanetBuster MKII. This would make one weary of destroying this weapon if it was too close to one's own cities, or a cluster of units. Industrial sabbotage against the capital city would also put the weapon at risk of being activated. In such a case the game would end, and the civilization committing the sabotage would take the entire hit against their score for having ended the world. If a civilation with a doomsday device would sell thier palace, the device would also cease to exist. The device may have a self destruct option, which would end the game, and give the most massive score deduction possible in the game. Conclusions: In past Civ games diplomatic sessions would often begin with a message along the line of "Our Words are backed with NUCLEAR WEAPONS", but more often then not, this was only a bluff, and even in the case of nulclear war, two evenly matched opponents would only do limited damage to each other, doomsday was never really a threat. But, with a doomsday device, the threat of nuclear armageddon becomes a reality. -Granular
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Gordon the Whale
b.02-15-99
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posted July 21, 1999 10:59
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kd5bjo: Although the basic idea of multiple state units may have merit, I think that the airplane taxiing for the 100's of kilometers represented by a single terrain square is a bit unlikely. At best, you'd let it land and wait for refueling, but then you need a refueling unit, and it all seem a bit complex.n.c.: I hate to belabour my point, and you may have already gotten it and just disagree (which is fine) but, assuming no design workshop, what I'm suggesting is that the mounted units be different for different civilizations, or at least cities. The actual number could stay the same by getting rid of/combining some of the units currently in Civ2. on the Doomsday device: I think it would be cool for the doomsday device, rather than destroying the world, to just kill most of the people, destroy all the units, and cover the whole place in radioactive pollution. It's almost a fate worse than ending the game. It could also destroy all embassies and take away techs at random (so you could still make a stealth fighter, maybe, but be clueless as to tanks or marketplaces. But don't let anybody research anything they don't have the entire tree to back up) It would be a cool, post-apocalyptic scenario, where the end of the game is delayed thousands of years. It could even be used by a serious underdog to try to even things out when nothing else seems to work... Or, if the U.N. is present, it could automatically build the Unity, with nobody getting the bonus score. If this sort of post apocalypse is allowed, everybody should get a 1 turn warning that the Doomsday Device is about to go off, so they can rush build their spaceship (or deep mineshafts, to save 1 extra population per city and some tech... Maybe the "Dr. Strangelove" wonder could act as a mineshaft in every city... nevermind) Geoff: While I appreciate the backup, it could STILL be done badly. The chasses we'd end up with would be: (approximately) Infantry Mounted Small Wooden Boat Large Wooden Boat Small Metal Boat Large Metal Boat Automated (is this too big a generalization for tanks, SAMs, freight, artillery, etc?) Prop Plane Jet Plane Helicopter More could be added, but I think that covers everything, with the possible exception of chariots and towed artillery such as cannons. These could be combined into a single chassis, or used as an weapon added to mounted or automated units... I don't know. So that's not too many chasses. The number of weapons would be higher, and THAT would be where the differences would have to appear... It would have to be very well done. Also, it would seriously limit customization. Even with the workshop, in that case, there would have to be the ability to make standalone units, that aren't even internally considered to have a chassis, weapon, armor, and abilities (which is how mindworms were done in SMAC). I'm not against the unit workshop, just extremely wary. It would have to be pulled off PERFECTLY, or it wouldn't be worth it. |
n.c.
b.02-15-99
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posted July 21, 1999 11:25
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I vote no for chassis/weapons combo. I agree with Gordon that it would have to be perfect, and I doubt that it can be. Even if it was, it would be complicated and unrealistic. Perhaps we could have upgrades of existing units to reflect new technology (mentioned in various forms above) instead of new units.As for the mounted units, if they were identical except the icon, fine, given that I don't care about graphics. I just think the current game has too many types of mounted units. I tried to take some of them out, but my Rules.txt changes didn't work. |
Granular
b.02-15-99
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posted July 23, 1999 23:44
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Gordon the Whale: I agree that a post apocalyptic world would make an interesting scenario. And different results could come about based on how the doomsday scenario would occur. For example, if a single doomsday device where to go off, it could leave a vastly devastated, dying world, where the sun it blocked out by a radioactive dust cloud, and you have ten years or so (time my vary based upon food supplies), until your civilization (which is already dying from radiation and devastation) succumbs to starvation (since food could not be produced), in which you must launch the Unity in order save your civilization. However, if one doomsday device inadvertently causes someone else's to go off, the consequences could be far worse (perhaps then resulting in an end of game scenario).In a post apocalyptic scenario all civilizations should be greatly handicapped, for example, the radioactive cloud could prevent any air travel. All naval vessels could have a movement penalty placed on them, and land units would loose hit points as they travel through radioactive regions. At the same time, if your civilization depends on solar power, you would be greatly weakened. I do, however, feel that no warning should be allowed. IRL the only warning we'd have of a nuclear attack would be at most 60 minutes, and our only really preventive measures are driven by paranoia. Your "Dr. Strangelove" comment brought me a new idea: if a city with a nuke in it is in civil disorder for two turns, (or your military is disgruntled in some way), you risk a "Dr. Strangelove" scenario of an rouge general deciding to start a war himself. (Of course, this war would be started against whoever has the biggest (or next biggest) big screen.) |
Gordon the Whale
b.02-15-99
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posted July 26, 1999 12:21
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You're right, the warning is unrealistic. I think that the post-apocalyptic stage of the game should also be allowed by using other nuclear weapons, and rather than being a set thing (the "post-apocalypse" flag gets set) it should be a combination of general effects of nuclear war, pollution, and massive population loss. For instance, make units travelling in irradiated squares take a big damage and movement hit; this would effectively wipe out air units as a viable possibility, because they'd be unable to move through the square and would crash. Also, have there be a possibility whenever you suffer population loss that technology will be lost. Under normal circumstances, this would hardly ever be an issue (unless you are SERIOUSLY smashed by some other civilization) but in the event that massive numbers of your people are dying from fallout, it would suddenly happen. So basically, when the Doomsday Device(s) go off, they spit radiation all over the world, randomly putting polluted, radiated, and heavily radiated squares all over the world. This would also effect the underlying squares, depending upon the terrain system used, so that even after the radiation eased off, you'd have a barren wasteland. The people dying would die, not because setting off the doomsday device kills them, but from lack of food and the standard effect of radiated squares within a city radius. Rather than using the "mineshaft", there could be a "fallout shelter" improvement, that protected people from the effects of radiation (but not from hunger.) If civilizations could split, now would be the time for it to happen, because infrastructure would inevitably be destroyed, and famine would probably be the primary criterion for rebellion. But rather than a score penalty, I think there should be a possible score BONUS if a largescale nuclear war has happened. Obviously, when your civilization is all but wiped out by nuclear winter, your score will fall because of the accompanying poulation and wonder loss, but from that point on, the game should be scored as if it were at least one skill level higher. In addition, if you can achieve any kind of victory other than military at this point, you should get a big bonus, and there should also be a BIG bonus if you can actually clean up all the pollution. The bonuses could maybe apply only if you weren't directly involved in the nuclear disaster, i.e., you didn't fire any warheads and it wasn't your Doomsday machine that went off. Also, the Doomsday Device is sort of pathetic if it will only go off if your capital city is hit. In Civ, your capital really just isn't as important as in RL. Maybe if the penalties for a captured capital were higher, it would be more useful, but really, just because an AI had a Doomsday Device wouldn't mean I wouldn't attack them, I'd just stay away from their capital city. Instead, I'd suggest that you can build as many Doomsday Devices as you like, and that there be both a naval version and a ground version. A Doomsday Device is triggered by either a nuclear event within the radius of the supporting city, a nuclear event within the sight distance of the Device, or the capture or destruction of the supporting city. Thus, in order to actually safeguard your civilization with Doomsday Devices, you have to set yourself up for massive obliteration if one goes off anywhere in the world. To balance the fact that there are SO many, make each one less powerful. When a Doomsday Device goes off, it acts, as mentioned, as a big nuclear warhead, plus dropping fallout randomly over the world (but not too much; 100-500 squares per Device. It sounds like a lot, but a world has a LOT of squares.) If there are wind patterns, these could effect the fallout pattern. So, here is what actually happens: In order to safeguard your civilization, you build a Doomsday Device in each major city, and let the world know. The fact that you find this to be a necessity implies that you have enemies in the nuclear arms race; they follow suit. The Doomsday Devices are most devastating at ground zero, so you send tham away from your cities, either into an interior desert or out into the ocean (or, if you're particularly viscious, near an enemy city. Allow spies to destroy Doomsday devices with only a chance to set them off. Now THERE's one to spend your 007 on.) This results, most likely, in the Doomsday Devices being grouped together. Something goes wrong. Somebody didn't pay attention to the warnings, or miscalculated the location of a Device, and did something to set one off. It goes, taking 200ish squares of the map with it. Most likely, ONE of those squares will be withing the radius of another Device or it's supporting city, which is for sure if the Devices were grouped... Etc. or: Doomsday devices can't see the cause of a nuclear blast. They also respond to meltdowns. If you have a Doomsday Device and a Nuclear Plant in the same city, and fall into Civil Disorder, and the Plant goes, so does the world. or: No one on your planet is really desperate enough to build a network of devices designed to wipe out the planet... But somebody builds a Nuclear Bomber, and everyone else has to follow suit, and then somebody invets an ICBM, so everyone has to follow, and then the next thing you know, there are hundreds. Let ICBMs be pre-targeted, so that they can be triggered by the detected launch of another ICBM. Somebody pushes the button. Why? Maybe allow the Rogue General idea, as in Dr. Strangelove, or make AIs that see themselves about to be conquered by conventional means desperate enough to take the plunge and hope they come out on top... For that matter, a civilization with good SDI defense in every city that underestimates the political implications. Whatever. Kaboom. No Doomsday Device required. Make normal Nuclear Weapons also cause Fallout, so targeted areas won't be the only places to go, but make the Fallout less widespread than from a Doomsday Device. I'm not sure if this whole Doomsday Device/Apocalypse discussion actually belongs in the Units thread... Anybody have any ideas as to where to move it, or is it fine here?
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Granular
b.02-15-99
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posted July 26, 1999 22:22
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I agree with most of you ideas on how a doomsday device should work. I've come to agree that the device shouldn't end the game, but if enough other devices are set off by the initial blast, you would be left with few turns until your civilization dies out.Summing up, the doomsday device is a really nasty thing, that if you start playing with one, you would have a diplomatic edge to try to avoid war, but if war would start, the entire world is screwed (as in RL). As to the topicallity of this, I think this may best belong in the Radical Ideas forum. |
raingoon
b.02-15-99
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posted July 30, 1999 21:38
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"Pony Express"Why not a more specific unit to exchange research points between cities? It would be a messenger until horseback riding is discovered, than a faster moving "pony express" unit, and finally something abstracted under the heading of "telecommunications." Caravans could be remade to be just luxury trade, and a third unit would be invented for moving money around city to city. The benefit of this would be that, whereas capturing a caravn now yields nothing to the captor, these units could now yield something specific in return. |
The Joker
b.02-15-99
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posted August 07, 1999 10:38
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Gordon:That last idea sounds interesting. I must say, i don't like that doomsdaydevice very much. Therefor, i think it should be possible to make a nuclear apocalypse with traditional nukes. They should, besides from the destruction around ground zero, spread radioactive material around the world. ICBM's should also be cheaper. So cheap, that you, when you've made the national project that let's you build nukes (Manhattan project or whatever) you should be able to build 80-100 nukes if you have 30-50 large cities in just over a decade, while not having to set everything else on hold. One of the (few) things i disliked about civ2 was the fact that you could never have a ful scale nuklear war. SDI defences was simply introduced to the game to early. And as SDI defences has never been built in the real world, i say it should require a lot of techs after the invention of nukes, so it'll take about 80 years or so from the first nukes till you can build SDI defences. |
Q Cubed
b.02-15-99
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posted August 21, 1999 23:23
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<---------Bump!UP this goes. ====== I like that last idea, Gordon...a bit unhappy, though, if those conditions ever happened.... ------------------ Q Cubed Renaissance Q Q-of-all-trades Thread Discussion Facilitator for Wonders "Logic must dictate my stance." |
Alfonso
b.02-15-99
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posted August 23, 1999 07:33
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An idea for supply lines:Every city should have storage points, that could be increased with facilities (granary for food, arsenal for ammo, warehouse for both, oil depots,...). Units should be supported from the nearest city, not for the city where they were recruited. Supply bases could also be constructed. The number of turns they need to resupply depends on the distance to the nearest city (decreased by roads) and the transport technology (or transport points if implemented) of your civ. If a city canīt resupply all the units near to it, other cities (from closer to farest) would supply from their storages, but as they are far, more turns would be needed. Cities and bases can request/deliver storages (Food, ammo , fuel) from others, and they can also be bought/granted/sell from/to other civs. When an unit is selected, you could see a line from the unit to the supporting city. The line can be green if the unit can be supplied in 1 turn, yellow if the unit need 2 turns or more to be supplied, and red if the line is interrupted (cause there are enemy units arround, or guerrilla/saboutage actions, or you are so far to be resuplied,... and there is no way to the city or no alternative city to supply from. There can be also a supply command for all your units, and supply can become automatically when the unit is in "sentry" status. |
Alfonso
b.02-15-99
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posted August 23, 1999 08:11
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An idea for SUPPLY LINES:Every city should have storage points, that can be increased with city improvements (granary for food, arsenal for ammo, warehouse for both, oil depots,...). Units should be supplied from the nearest city, not from their home city. Supply bases could also be constructed. Supplies (food, ammo and fuel) would take a number of turns to be delivered, depending on distance, roads and transport technology. If the nearest city dont have enough supplies to resupply an unit, others cities would do it (in order of distance, from closest to farest). When you select an unit, a supply line from the unit to the supplying city would be visible. The unit could have 3 colors: -Green if the unit can be resupplied in 1 turn. -Yellow if the unit needs more than 1 turn to be resuplied. -Red if the unit canīt be supplied cause is so far, cause you have no supplies to deliver or cause the line if interrupted by the presence of an enemy unit or other causes. Supplies (food, ammo and fuel) could be transported from one city/supply base to other, and could also be bought/granted/sell from/to any other civ.
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Alfonso
b.02-15-99
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posted August 23, 1999 08:11
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An idea for SUPPLY LINES:Every city should have storage points, that can be increased with city improvements (granary for food, arsenal for ammo, warehouse for both, oil depots,...). Units should be supplied from the nearest city, not from their home city. Supply bases could also be constructed. Supplies (food, ammo and fuel) would take a number of turns to be delivered, depending on distance, roads and transport technology. If the nearest city dont have enough supplies to resupply an unit, others cities would do it (in order of distance, from closest to farest). When you select an unit, a supply line from the unit to the supplying city would be visible. The unit could have 3 colors: -Green if the unit can be resupplied in 1 turn. -Yellow if the unit needs more than 1 turn to be resuplied. -Red if the unit canīt be supplied cause is so far, cause you have no supplies to deliver or cause the line if interrupted by the presence of an enemy unit or other causes. Supplies (food, ammo and fuel) could be transported from one city/supply base to other, and could also be bought/granted/sell from/to any other civ.
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Alfonso
b.02-15-99
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posted August 23, 1999 08:14
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forget something:Unit should have the "supply" command, in order that you can manage what units you want to resupply in case of a shortcut of some kind of supplies. Units could be autosupplied when they are in "sentry" status. This could be also an option of the game, cause I know that many people donīt want to have complicated micro-managements. |
Alfonso
b.02-15-99
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posted August 23, 1999 08:15
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forget something:Unit should have the "supply" command, in order that you can manage what units you want to resupply in case of a shortcut of some kind of supplies. Units could be autosupplied when they are in "sentry" status. This could be also an option of the game, cause I know that many people donīt want to have complicated micro-managements. |
Alfonso
b.02-15-99
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posted August 23, 1999 08:17
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Sorry for the message spread, I had troubles with my browser. |
Thomas A Stobie
b.02-15-99
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posted August 24, 1999 14:26
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As an option, Unit Icons should show a small group of the unit to show that you are dealing with unit containing many individuals, particularly with foot soldiers. |
Thomas A Stobie
b.02-15-99
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posted August 25, 1999 10:08
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Armies/Fleet/Sqaudrons/Airwings, etcI would like to be able to group units into a common entity that would attack/defend/move in unison with each other. Two such groups should be able to combat each other with the appropriate units in the appropriate roles. |
CormacMacArt
b.02-15-99
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posted August 30, 1999 13:04
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This suggestion relates to the idea of a unit workshop and the variety of units that we all want. Herein I suggest a possible solution. Note: this is specifically related to land units and their air support. In civ we have been building separate units of Archers, Phalanxes, Legions, etc. and in the attempt to get more accurate, massing units into armies is the plan. Why not revamp the very concept of the unit? Each unit will be made up of 1000 men (or women), and the compostion of that army is controlled by percentages of the military technology availible. Each unit will be designed in the unit workshop. Of course, unique units like SEAL Teams will be of a lower number and have different %'s. Example 1: 45% Legion 45% Cavalry 10% Phalanx Example 2: 30% Tanks 30% Infantry 5% M.A.S.H. 20% Howitzer 15% Jet Fighters Thus the introduction of new weapons could be done slowly, as that technology got better. Thus as the gun was invented and developed, its part in an army would increase over time and units of different civs would be unique. SUMMARY STATEMENT: Each unit will be an army composed of 1000 soldiers whos actual compositon will be designed in a unit workshop and have a maximum of 20 different technological sub-units (archers, cavalry, etc. ------------------ "The ability to speak does not make you intelligent." -Qui-Gon Jinn [This message has been edited by CormacMacArt (edited 08-30-1999).] |
Thomas A Stobie
b.02-15-99
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posted August 30, 1999 15:36
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UNIT DAMAGE - as each unit represents a group of units, some of the damage recieved should be unhealable, but can be built back up to strength through the standard construction process.COMBINING DAMAGED UNITS - likewise, sometimes the realistic answer is to combine two damage units into one less damaged unit. This was commonly done in the field when units took heavy casualities. |
eNo
b.02-15-99
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posted August 30, 1999 23:32
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CormacMacArt: I like your idea. One could take a unit into a city and have it refitted. Since these units would reprssent a large number of resources, perhaps a unit could be built by many cities and have a "rallying point". I'd opt for a more flexible number of unit though.JT3 or Victor Galis: Make a new thread! |
CormacMacArt
b.02-15-99
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posted September 28, 1999 10:21
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bump.------------------ "The ability to speak does not make you intelligent." -Qui-Gon Jinn |
eNo
b.02-15-99
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posted October 13, 1999 20:36
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New Thread | |