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Jon Miller
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it is if it is to take one square
it is not if it is along a whole front as part of a war
I am visualizing a game where it does not take 60-70 units to take a square
whether in stacked combat (as in CTP) or in Civ2 style one after another
Jon miller
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Jon Miller
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quote: Originally posted by hexagonian
Actually, if you are attacking a whole front, then the micromanagement process takes even longer to set up and execute.
End result - even more tedium... |
no
because that is fun
having a stack attack another is only 1 choice by me, to do only one meaningful thing
attacking along an entire front has a number of meaningful things done by me
as well as a number of meaningful results
so it is better in many ways
the problem with tactitcal miny games, or watching your stack fiught
is that a lot more time (and effort) gets taken for only one meaningful result
Jon Miller
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Jon Miller
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a lto of that has to do with the fact that civ has never been made really mp freindly
I would play more civ3 if it was more mp freindly
Jon Miller
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Jon Miller
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I use to play a lot of SP
I now only rarely play SP
and I have a lot of games that call for me when I do
Jon miller
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Shogun Gunner

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Potomac Falls, Virginia
Oct 2000 time: 00:32
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quote: Originally posted by Fosse
Because you can't have your cake and eat it too.
I'd rather see one system (coughstackedcough) done well, than two done in such a matter as to accomadate each other. Theoretically, it's possible But realistically we're talking about a software company with limitd funds. That would mean having two sub optimal AIs, two rule sets that are both crippled to be compatible with each other, and an overwhelming sense that too much time was spent on the non-feature of a choice between the two.
If Firaxis had all the money in the world, then I'd agree with you 100% Shogun... but they don't, so I don't |
I don't quite agree with this.
Civ3 has a workable combat system. I am suggesting a subroutine be developed for optional usage that will be some form of stacked combat. My point is that you could easily program (it's just decision tree stuff) which combat system utilized to resolve combat. The Civ3 one is already in place, so time, money and brainpower would be needed to develop the stacked combat model.
If you are against the expenditure of funds for this aim - that's your opinion and that's fine. It's actually very achievable. Not two rule sets, one set -- two pathways with one already done.
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Shogun Gunner

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Potomac Falls, Virginia
Oct 2000 time: 00:32
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quote: Originally posted by Jon Miller
it is if it is to take one square
it is not if it is along a whole front as part of a war
I am visualizing a game where it does not take 60-70 units to take a square
whether in stacked combat (as in CTP) or in Civ2 style one after another
Jon miller |
I do agree with your point about "overstacking" -- regardless of the combat system used. There should be some limit to the number of troops occupying, or passing through, a particular square.
In all the Avalon Hill, SPI and S&T war games, there was always a stacking limit. (Please no one tell me that Civ is not a wargame -- we are talking about military units, it's the same concept)
NATO continually studied Soviet military strategy and watched their military exercises very carefully in the 70's and 80's. The Soviet doctrine at the time called for an advance of 60 kilometers PER DAY, once hostilities started, through West Germany and into France. NATO and the US military concluded that it wasn't possible due to space restrictions for transporting so many vehicles on too few roads. Additionally, the supply was major limiting factor as well. It would have been one major traffic jam in the Fulda Gap.
So yes, there needs to be some restrictions on stacking.
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Jon Miller
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I love Avalon Hill board games, SPI is also ok
Jon Miller
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Jon Miller
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I am still buying Advanced Squad Leader
only have about half the modules
don't really have anyone here to play with, there is a club in the area though I should go to and two tourneys nearby (I will go to the one in december)
Jon Miller
(have all of the Squad Leader Core Modules though)
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Jon Miller
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I still maintain that there is nothing better than Advanced Civ, or Settlers, or Diplomacy, or Republic of Rome for multiplayer (I am trying to get Third Reich to work as well)
\
KJpm
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Jon Miller
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I personally would like an enchanced Civ3 with negatives for over stacking
like it would be bad to have more than one unit in a square (and one army would count as one unit)
and also having armies enhanced, particularly for the late game
Jon Miller
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Kuciwalker
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of Schmooism
Feb 2001 time: 00:32
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quote: Originally posted by DarkCloud
I agree Jon Miller, a "tactical minigame" addition would be tantamount ot civ-suicide. CTP's tactical minigames were annoying little resource-dump wastes taht took away from the general game experience. CIV IS NOT A GAME FOCUSED UPON INDIVIDUAL HEROES OR TROOP COLUMNS... civ is a game focused upon the marshalling of large amounts of troops (like a wargame... a classic wargame) and the management of large amounts of resources.
Civ Is macro while Heroes of Might and Magic focuses upon the war units...
If civ were to focus on war mini-games then the game would lose its focus and its flavor... war would become the focus instead of management.
-
Tactical units should instead gain powers relative to their basic composition... I would suggest three levels of consideration to this debate:
A: No stackable Units (HARDLINE STANCE)
B: Only stack units of the same type ("Fortification Stance" After CivII's fortification tile-type)
C: Stack Combined Forces (The 'REALISM' STANCE... whereby modern wars are fought with many levels of units)
--
Basically, I would definitely support B... but C would be somewhat troublesome (I would still support it, but only if it could be implemented correctly.)
As a possible method of implementation, I would like to suggest the following scenario:
Combined forces have, as all civ Units do:
Firepower
Health
Defense
Attack
However, certain units, when augmented with each other, such as Infantry and Armor, gain bonuses relative to their basic composition in the force since they historically work well combined.... Forces that do not historically go together *IE cavalry and tanks- will suffer penalties from the difficulties issuing forth from combined forces tactical difficulties. |
I would support option B, but only if you can turn it off (for scenarios especially, and if you want ships to stay individual) and as long as it didn't lead to different results than if you did it individually.
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Jon Miller
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quote: Originally posted by hexagonian
Unfortunately, the group movement command in civ3 was an all-or-nothing affair. You could only group the same type of unit, and you could not subdivide those units without a great deal of work.
In CTP2, grouping was not limited by type, and it was not an all-or-nothing command. The end result was...
...you guessed it, LESS TEDIUM |
and less fun
Jon Miller
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Jon Miller
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no
that feature in particular was one of the things I didn't like in CTP
why can't you beleive me?
I like full front wars
stacked combat, in general (and in CTP specifically), does not allow this
Civ3 is also all about stacks, I don't like that either (overall it is a better game though)
I disliked the combat in CTP, combat in Civ3 is one of it's weaknesses
Jon Miller
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Jon Miller
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two things make more fun
less tedium
and interesting choices
the least tedius game would be one where you made 5 choices and the game was over in 5 minutes
but I think that we can all agree that that is not fun
while stacked combat is good if you have stacks (like in Civ3)
what I am saying would be better, is to not have any stacks at or small numbers of them
Jon Miller
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Maquiladora
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quote:
Civ3 is also all about stacks, I don't like that either
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quote:
while stacked combat is good if you have stacks (like in Civ3)
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You sure?
One thing Jon is right about is wars along a large line, this is more possible in civ2/3 because of the bias towards defenders, sit some on a mountain and theyll fight off alot of attackers. In CtP2 stacks, defenders "attack" and "defend" each round, so they need a complementry unit such as a flanker or ranged to attack for them because defenders obviously have a low attack rating on their own.
quote:
the least tedius game would be one where you made 5 choices and the game was over in 5 minutes
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How is that?
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