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Caranorn
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Luxembourg, Europe
Mar 2000 time: 06:31
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I decided I'd better look into the existing game files (not the source code as I haven't downloaded that yet, I probably couldn't use it anyhow) and comment my original post for clarity (and to a degree to correct my errors)..
1) Currently CTP2 uses 3 sizes, small, medium and large. I'd propose if it can be done to change this to 9 or 10 sizes defined numerically 0-9. Certain types of units just can't carry certain others which is best determined by size (for example, a Yorktown class aircraft carrier cannot carry the F14 fighter while the Nimitz class can, over the course of a game, more then 3 size classes could and should be defined (only 40 or so years lie between the design dates of those two ship classes, CTP2 spans 6 and more millenia).
2) Currently CTP2 just determines what unit type (land, sea etc.) can be carried, what size (small, medium and large) can be carried and how many units can be carried. It does not check the number of units by type which would allow for more specialised designs.
3) Lets discard this for now, even I am wondering what exactly I meant by this. It was probably a degree of realism not needed in CTP anyhow.
4) This point is obvious so I expect I don't need to clarify it. (Only note, I of course meant Thessaly Cavalry, not Theban, not that many here would care or know the difference (or need to know for that matter)).
5) This feature of different army sizes depending on technology and leadership could be a very important feature (the idea of guerilla tacticsmentionned by someone else would undermine it somewhat in the modern age and provide for interesting changes in strategy). Concentration of firepower (or forces in general) was a major determining factor in warfare throughout history. As doctrine and technology changed higher concentrations were made possible (and in some cases rendered obsolete by guerilla like tactics).
6) Good leadership could historically raise the concentration of troops beyond the normal technological limits of the time (or rather extend it to its maximum). So that's what this reflects. Quality modifier should be obvious to anyone. Lastly, one important factor I had not considered last night is how multiple leaders should effect army size and quality. I expect it would be best if only one leader was used per army (otehrs might be present but would only use their regular combat capacities), but many other ideas could be considered. But all would depend on how this can be programmed into the existing engine (if it's easy a rank system, possibly based on leader quality could even be used, so that the most experienced leader was used).
Marc aka Caran...
Last edited by Caranorn on 10-11-2003 at 19:04
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Gen.Dragolen
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Immortal Wombat,
Is this thread still active ?
The reason I ask is there is a solution to the only unit ability that seemed to not be resolved. Precision Bombing.
The way I see it is that it is units can attack improvements only. Just make it so that units can only attack a building or improvement on a tile. The precision attack should be left to units like Special Forces, guerillas, Spies and aircraft like stealth bombers and cruise missles.
D.
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E
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July 24,2005 Ctp2 Tiles in sig!
May 1999 time: 21:31
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updated 11-04-04
new ideas are posted at the top of the first post.
Last edited by E on 11-04-2004 at 23:04
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Gluegun
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The way SMAC did "Precision Targeting" was with Probe Teams -- Saboteur/Spy type units that you have to infiltrate a city with, and can do things like increase the drone riots (increase unhappiness for you non-smacers), sabotage base facilities (its easier to "just stir things up in there", but you can try and sabotage a specific facility), conduct genetic warfare to drastically lower the population of a city, steal research information, steal the maps, assasinate research personnel (in order to get rid of all the tech points that city had accumulated..)... quite fun! very useful units. Does CTPII have anything in it like that? Could you guys add something like that?
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