Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site forums as they ran on Ultimate Bulletin Board, 1998–2001. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 2005 site & forums

  Apolyton Civilization Site Forums
  CtP2-General
  Nukes (Page 2)

Post New Topic  Post A ReplyPost A Reply In A New Window

This topic is 2 pages long:   1  2  profile | register | preferences | faq | search next newest topic | next oldest topic bottom of page
Author
Topic:   Nukes Format for Better Printing
Dida
Chieftain

Jan 2000
posted June 08, 2000 09:42   Click Here to See the Profile for DidaClick Here to Email Dida
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
the downside of the recreation idea is that if the first striker follow up his nuke strike with paratroops immidiately, he would actually take all the cities that is being nuked all at the same turn, then, in the next turn, the attacked nation won't have much strength left to counterstrike. In such a situation, the Nuke-then-Go idea still work, which is not real in a nuclear war.
Big Dave
Prince
Texas, USA
Apr 99
posted June 08, 2000 21:51   Click Here to See the Profile for Big Dave  Send a Message to UIN: 1947967
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Other facets of the Cold War were Bio and Chem weapons. These are entirely neglected in CTP. I'd like to see that changed as well. It would be nice to be able to threaten a counterstrike with something other than nukes, or perhaps hit a stack with a chemical weapon and see how it messes up the enviroment along with the stack.

Big Dave

Nemo
Chieftain
Norman, OK - US
Apr 99
posted June 10, 2000 13:23   Click Here to See the Profile for Nemo Visit Nemo's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Is that what the infection would do (a.k.a. that unit in the bio suit with a beaker in his hand) and then it would spread to any city connected via trade route x% of the time? I thought that was a neat concept that was implemented. Or, are you referring to something else?
Nemo
Chieftain
Norman, OK - US
Apr 99
posted June 10, 2000 13:48   Click Here to See the Profile for Nemo Visit Nemo's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Dida, what about something like this: EnemyA sends nuclear attack - which can only be done by hitting the "button" as was discussed earlier - and this can only be launched at the end of teh Enemy's turn. This would give EnemyA time to prepare his paratroopers prior to invasion - yes. But, an entire turn goes by for you so *you* have time to a) vacate the cities - including getting your paratrooper on the way to their cities b) launch your nukes (because EnemyA's nukes are still in the air)
so it would go something like this:
1) X turns before launch: enemyA prepares/deploys paratroopers (i.e. moves them close to your cities)
2) turn 1e (enemyA's move): enemyA launches nukes
3) turn 1y (your move): enemyA's nukes are in the air and its paratroopers are awaiting drop outside of the cities. You can now launch your nukes, vacate cities, destroy paradroppers (if locations are known).
4) turn 2: everyone gets nuked!
5) turn 2e: enemy drops paratroopers - etc
6) turn 2y: you drop paratroppers - etc
---
if you were smart you had troops stationed close to a know enemy with nuclear capabilities so you have some chance of capturing enemya's nuked cities.

since tbs games are broken down in to several sub-turns per turn it would end up working out rather nicely

wow, the more i think about it the more i would realize that the nukes could be implemented sooo much better.

also: someone mentioned in another thread that ICBM missles would know longer be possible with out the space layer due to the wall of flesh that could be built. well, if each nuke is assigned a target from a list - it doesnt move accross the board - it just launches, then lands *kaboom* -this would act like an ICBM w/o having a space layer.
[This message has been edited by Nemo (edited June 10, 2000).]
[This message has been edited by Nemo (edited June 10, 2000).]

TheLimey
Warlord

May 2000
posted June 10, 2000 14:26   Click Here to See the Profile for TheLimeyClick Here to Email TheLimey
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
In the same post where I mentioned wall of flesh, consider it also applying to many other units which 'shouldn't'.

Consider planes and spy sats... these do need to move across the map, and just plain can't move over units right now.

Altitude will solve a problem that has been around since Civ1 and was briefly 'solved' to a certain extent in CtP1, only to have the solution to evaporate in CtP2.

Don't get me wrong, i'd like to see a good nuclear 'process' in CtP2, which feels threatening and so on. However, I do think that this may be even better served by a scenario, centred around a nuclear arms race and a cold war, collasping into a hot war.

A scenario can pay so much more detail than a game of the entirety of history

wheathin
Prince
columbus, oh, usa
Apr 99
posted June 11, 2000 08:33   Click Here to See the Profile for wheathinClick Here to Email wheathin
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Wasn't there a computer game called "Nuclear War" back in the late 80s? Had world leaders like Ronnie, Maggie, Gorby and others, and lots of nukes and other silly weapons. My favorites were the 16-Ton weight and Cattle-Tech (ballistic beef delivery system).
Big Dave
Prince
Texas, USA
Apr 99
posted June 24, 2000 12:48   Click Here to See the Profile for Big Dave  Send a Message to UIN: 1947967
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
quote:

Originally posted by Nemo on 06-10-2000 01:23 PM
Is that what the infection would do (a.k.a. that unit in the bio suit with a beaker in his hand) and then it would spread to any city connected via trade route x% of the time? I thought that was a neat concept that was implemented. Or, are you referring to something else?

Well, I was thinking more along the lines of something like a nuke, but might create invisible polution that would cause units that pass thru the target area (the "hit" tile and all surrounding tiles) to get reduced in strength or possibly non-military units (or mil units prior to Riflemen) to get destroyed. Riflemen because that approximatly WW1 tech and that's when chemical warfare was first used historically, unless you count salting the earth at Carthage.


Bio would work the same, but with a chance for each infected unit to spread the disease to each city and each other unit it comes in contact with. And the tech to "save vs. bio" should be higher than Riflemen, maybe Mechanised Inf.

Sorry it took me so long to reply, Nemo.

------------------
Big Dave

Just because I'm paranoid doesn't mean they're not out to get me!

Apolyton Civilization Site Forums
> > > CtP2-General Forum

This topic is 2 pages long:   1  2 
next newest topic | next oldest topictop of page

All times are EDT

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A ReplyPost A Reply In A New Window
Hop to:

Contact Us
Apolyton Civilization Site

Powered by: Ultimate Bulletin Board, Version 5.44a
© Infopop Corporation (formerly Madrona Park, Inc.), 1998 - 2000.

Front Page | Civilization III | Dinosaurs | Civilization II | Call to Power | Call to Power II | Alpha Centauri | Alternative Civs | Misc | Links | About ACS | GameStats
GameLeague | Scenario League | Hodadian Award Central | Civilization Scenario Collection | Spanish CivII Site | Clash of Civs | CtP Maps