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Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:31
Post  Old Post 09-11-2003 20:38 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Caranorn
1) Create more unit sizes for transport, not everyone will have a use for this, but for more or less modern scenarios this could be handy. I'd sugest 8 or 9 sizes.


If you just want to increase the cargo capacity of a unit just open the unit.txt and look for something like CargoData there you should find the cargo data, but beware of a bug that you can't unload more units then you have on the tile with the transporter.

-Martin

Caranorn is offline Caranorn
Warlord
Luxembourg, Europe
Mar 2000
time: 06:31
  Old Post 10-11-2003 18:13 Visit Caranorn's homepage!
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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

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:31
  Old Post 10-11-2003 22:34 Visit The Big Mc's homepage!
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I always wanted to make a sea unit in a landlocked city then use the rail launcher to send it to space and then allow it to space down in the ocean and star firing

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:31
  Old Post 15-03-2004 22:49 Visit E's homepage!
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bump

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:31
  Old Post 15-03-2004 22:49 Visit E's homepage!
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updated 3-15-04

Immortal Wombat is offline Immortal Wombat
Prince
in perpetuity
Dec 2000
time: 05:31
  Old Post 26-03-2004 16:38 Visit Immortal Wombat's homepage!
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quote:
Originally posted by MrBaggins
Personally, I think that one very large thing we have to consider, is should the CtP2 interface be improved? (thats a yes, btw *chuckles*) and are there any interface features from Civ3 that would improve the playability of CtP2.

The trade screen.

Gen.Dragolen is offline Gen.Dragolen
Warlord

Jun 2001
time: 23:31
  Old Post 26-03-2004 22:47
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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.

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:31
  Old Post 11-04-2004 22:58 Visit E's homepage!
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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

Didymus is offline Didymus

Warlord
Washington DC, USA
Aug 2000
time: 00:31
  Old Post 14-04-2004 02:26
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Logistics: What about RoN's supply wagons? They reduced/eliminated ATTRITION in enemy territory. Oh, wait, we don't have attrition yet...

Of course, we don't have RANGE either... our humble warrior unit can roam for 2000 years a world away and report back instantly... guess they live off the land, right? So why are we paying support on them?

As far as increasing army size, (i) can the combat code handle that gracefully? I mean, w/ regard to the combat screen. I like to watch combat so I can see how my units do & so I can retreat when I screw up. Also, (ii) the army size limit helps force you to acquire modern units. Eight warriors and four archers will kill two infantry and cost less maintainence! So at some point, it really makes sense to limit armies because it gives leverage to modern forces.

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:31
  Old Post 14-04-2004 02:43 Visit E's homepage!
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quote:
Originally posted by Didymus
Logistics: What about RoN's supply wagons? They reduced/eliminated ATTRITION in enemy territory. Oh, wait, we don't have attrition yet...

Of course, we don't have RANGE either... our humble warrior unit can roam for 2000 years a world away and report back instantly... guess they live off the land, right? So why are we paying support on them?



The logistics abstract thread suggests that movement costs more and increases exponentially the farther a unit gets. So it becomes extremely expensive to move a unit so far away.

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:31
  Old Post 02-06-2004 23:47 Visit E's homepage!
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other possibilities:

* Attack city but cannot capture it (for siege units)

* tile enhancement Like the cow was supposed to: a unit that increases the food (animals) or wealth (merchant) or production (miner) on tiles. Basically moveable tile improvements (but half the bonus) and cost population
(I know it sounds like civ3 workers but it could cost more than improvements and are easily enslaved or captured, making it serve as a bonus for hard to work areas or help allies)

* Emplacement : a unit that moves but pnce it emplaces it is permanently there. Basically fortifies but then cannot unfortify to serve as minefield units etc. (by the way can we make minefield tiles, tiles that cause damage but not destroy?)

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:31
Post  Old Post 03-06-2004 02:33 Visit Martin Gühmann's homepage!
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quote:
Originally posted by E
* tile enhancement Like the cow was supposed to: a unit that increases the food (animals) or wealth (merchant) or production (miner) on tiles. Basically moveable tile improvements (but half the bonus) and cost population
(I know it sounds like civ3 workers but it could cost more than improvements and are easily enslaved or captured, making it serve as a bonus for hard to work areas or help allies)


It does not only sound like moving a lot of unit, but also it means a lot of units to move around, as I cannot rest to fill every tile around my cities with tile improvements, I cannot rest to fill every tile around my cities with bonus units. So it means additional micromanagement.

-Martin

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:31
  Old Post 03-06-2004 04:30 Visit The Big Mc's homepage!
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quote:
Originally posted by E
other possibilities:
(by the way can we make minefield tiles, tiles that cause damage but not destroy?)


sory so far only with slic

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:31
  Old Post 09-06-2004 18:37
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Increase the size of your Attachments

This may have more to do with the combat model than unit abilities, but here goes...

In combination with the idea that stack size expands with time, I'd like each unit to be worth a number of "points", and you can only have so many points worth of units in a stack (this number can change with tech) (OT: typing this I just realized this system would be quite amusing in a Warhammer mod ). In addition, the points can be divided into different types - sea/land/air, maybe arty too. Also, allow multiple stacks per tile (though if this turns out to be an exploit for defenders, make it so that the other stacks retreat int an adjacent tile if one of the stacks loses a battle).

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:31
  Old Post 26-06-2004 20:21 Visit E's homepage!
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Increasing unit experience like Civ4 might have? maybe higher points increase attack, defense, move, armor, firepower (if those concepts are implemented)

SMIFFGIG is offline SMIFFGIG
Prince
Great Britain
Jul 2002
time: 05:31
  Old Post 26-06-2004 22:57 Visit SMIFFGIG's homepage!
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all great ideas except i think the medic is a ridiculous idea

a single unit (say legion) represents a entire battilion of men. When that unit loses infantry it is represented as health lose

So in effect the "Medic" would not only have to be an army of medics to have any effect, but they would also have to have the abilty of ressuructing the dead (or magically recruiting more men on the spot !?)

Not a good idea IMO

the fact that units heal in cities is fine and makes much more sense as they get more recruits from within the city

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:31
  Old Post 27-06-2004 02:18 Visit E's homepage!
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SMIFFGIG,

I think some ideas are out there to give modders more options for scenarios etc and not just for the main epic game...

and the medic may depend on the detail of logistics people are looking for. moving units around etc. I really can't say muc else b/c I think bigMC, who proposed it, had other ideas for it...

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:31
  Old Post 27-06-2004 02:36 Visit The Big Mc's homepage!
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Yes I did.

I know a lot about history and I know at the end of almost every battle you have walking wondered these are people who are injured but not dead. There is also equipment that can be salvaged. By fixing these items you can heal a unit quicker (ok not like in a city ) a unit with a medic will heal twice as fast as a normal unit on the battle field. There could also be a field which allows moders to alter the amount of health a unit improves.

Gluegun is offline Gluegun
Chieftain

Aug 2003
time: 00:31
  Old Post 28-06-2004 03:57
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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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