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JesseSmith
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Just the NEW units to the Epic Game
Unit Type Cost A.D.M B.R.RF A-A Tech/Wonder
Ancient Cav. Cav. Wonder 3.2.2 Zeus
Crusader Foot Wonder 5.3.1 Knights Temp
Trebuchet Artillery 30 0.0.1 6.1.1 Engineer
Cruiser Naval 160 15.10.6 7.1.2 1 Combust
Curragh Naval 15 1.1.2 0 Trans Cap Alphabet
TOW Infantry Foot 120 12.14.1 6.0.1 Rocketry
Flak Anti-Air 70 1.6.1 2 Flight
Mobile SAM Anti-Air 100 1.6.2 4 Rocketry
Sumeria's Enkidu Warrior
Cost: 10, 1.2.1, Upgrades to Pikeman
Hittite's Three-Man Chariot
Cost: 30, 2.2.2, Upgrade: Knight, Req. The Wheel
Portugal's Carrack
Cost: 40, 2.2.4 (Cap 3), Upgrade: Galleon, Req. Astronomy
Byzantine's Dromon
Cost: 30, 2.1.3 (Cap 2), 2.1.2, Caravel, Req. Map Making, Lethal Sea Bombardment
Netherland's Swiss Mercenary
Cost: 30, 1.4.1, Upgrade: Musketeer, Req. Feudalism
Inca's Chasqui Scout
Cost: 20, 1.1.2, Upgrade: Explorer, Ignore Hill/Mountain
Maya's Javelin Thrower
Cost: 30, 2.2.1, Enslaves to Worker, Req. Warrior Code
Jesse
Firaxis Games
C3C, Producer
Last edited by JesseSmith on 03-11-2003 at 07:49
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G'Kar
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St. Louis, USA
Aug 2003 time: 23:31
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The cruiser sounds awesome, but I wonder with ADM of 15.10.6 will the stats of the battleship be changed?
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publius
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that's only 8 new units... maybe jesse forgot the modern paratrooper?
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JesseSmith
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I left out the modern paratrooper out since I consider it more of an expanded unit (it uses the original paratrooper's art work) while the WWII paratrooper uses new artwork. Here's their stats
Paratrooper Costs: 90, 4.9.1, Op: 6, Advanced Flight, ZOC
Mod. Para. Costs: 110, 6.11.1, Op 8, Synthetic Fibers, ZOC
Here's the list of changes to the Civ3/PTW Epic Game Units.
All
Healing in enemy territory (healing amount is increased with the Small Wonder - Battlefield Medicine)
Land
Armies Increased combat effectiveness, greater healing capabilities, pillage w/o move cost, +1 movement, ZOC, Blitz, Radar
Archer upgrade tree - Defensive 1st Strike
o Archer, Bowman, Longbowman, Musketeer, Guerilla, TOW Infantry
Marine Cost: 12, Attack: 12, No ZOC
Explorers requires Astronomy instead of Navigation
Naval
Caravel Move: 4
Frigate Move: 5, Bombard: (3/1/2)
Privateer Move: 5, Enslavement: Privateer
Ironclads 5(6)/6/3, Upgrades to Destroyer
Transport Move: 6, Defense: 2, Capacity: 6
Destroyer Move: 8, Air Defense: 1, Detect Invisible
Battleship Move: 5, Air Defense: 2
AEGIS Cruiser Move: 7, Air Defense: 3, Detect Invisible, Radar
Carrier Move: 7, Air Defense: 1
Nuclear Submarines Stealth Attack, Detect Invisible
Submarines Stealth Attack, Detect Invisible
Air
Helicopter Op Range: 6, Capacity: 3, Defense: 2
Fighter Op Range: 6, Bombard: 3, Lethal Sea
Bomber Op Range: 10, Bombard: 10, Lethal Sea/Land
Jet Fighter Op Range: 9, Bombard: 3, Lethal Sea
Stealth Fighter Op Range: 12, Defense: 6, Bombard: 6, Lethal Sea/Land
Stealth Bomber Op Range: 16, Defense: 5, Bombard: 18, Lethal Sea/Land
Bombard
Radar Artillery Move: 2, Range: 2
Cruise Missile Bombard Range: 4
Tactical Nuke Bombard Range: 6
Unique
Bowman Defensive 1st Strike
Conquistadors Requires Astronomy instead of Navigation
War Elephant - +1 HP
Cossack 6/3/3, Blitz, Cost: 90
Keshik Ignores Hill movement costs
Gallic Swordsman Cost: 40
Musketeer Defensive 1st Strike
Man-O-War Bombard: 4, Attack: 5, Enslavement
Hwacha Bombard: 8, Lethal Sea/Land
F-15 Lethal Sea/Land
Jaguar Warrior Cost: 15
FYI, Defensive 1st Strike is when a unit gets to attack 1st when Defending (ie: catapults in a defending stack)
Last edited by JesseSmith on 03-11-2003 at 07:48
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JesseSmith
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Good eye Korn!
Units no longer cost multiples of 10. So if a unit is set in the editor to cost 24 then it is 24 shields, not 240! This was a must for the modding community!
I'll be doing a post on A-A shortly!
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JesseSmith
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Korn: Unfortunately not...
Conquistador is a mistake - they upgrade to Explorers.
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G'Kar
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St. Louis, USA
Aug 2003 time: 23:31
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Dude, this is awesome (I've been saying that a lot lately about Conquests).
The new naval stats are a huge improvement, especially the addition of anti-air capabilities and stealth attack to submarines... but of course this is going to make protecting transports much harder ...you'll probably have to send a couple of your subs along with your transports.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:31
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So Jesse, given that it IS now possible to give units a cost in increments of single units, instead of increments of 10, is there ANY possibility AT ALL that you guys might introduce a similar ability, for improvements, into a future patch (or XP )? I'm sure Korn, and all the other fantastic modders out there (whose ranks I soon hope to join ) would find this to also be an absolute MUST !!
Still, though, thanks for ALL the fantastic info, Jesse, on this and the governments, and exploration/trade, editor flags.....!! I have to be careful NOT to drool on my keyboard !!
Yours,
Aussie_Lurker.
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Novaya Havoc
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Blitzing Cossack! YES! This is great; it finally pulls the Cossack ahead of that damned Sipahi, as it should be.
-Ben
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RobC
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Jes, you forgot the +1HP for Ancient Cav
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