Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization IV > Civ4-General > The List - Combat
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
22.Sep: BLUE IS OCEAN, GREEN IS GRASS
22.Sep: SMAC-LIKE UN COUNCIL CONFIRMED
21.Sep: GERMAN `ANONYMOUS` LAUNCHES

bottom of page
  
Author
Thread   
Pages (7): [ 1   2   3   4     >> ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:32
  Old Post 12-12-2003 19:06 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
The List - Combat Enter the AD-FREE zone

Suggestions for combat system in Civ 4 go here.

Jon Miller is offline Jon Miller
Emperor

May 1999
time: 23:32
  Old Post 12-12-2003 19:16
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

hmm

I have been posting a lot on the subject

please see
http://apolyton.net/forums/showthre...threadid=103717

http://apolyton.net/forums/showthre...threadid=103218

http://apolyton.net/forums/showthre...threadid=103349

http://apolyton.net/forums/showthre...threadid=103316

in fact

I have been working on discussions of making Civ's tactical portion fun again

Jon Miller

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:32
  Old Post 12-12-2003 20:22 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton buy from Amazon

In fact, I am supposed to see all your ideas in this thread, and not a link where I have to find what you think .

Rasputin is offline Rasputin

Deity
Brisbane
May 1999
time: 15:32
  Old Post 12-12-2003 20:24 Visit Rasputin<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Enter the AD-FREE zone

in fact solver arnet you supposed to collate all the info from other threads ???

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:32
  Old Post 12-12-2003 21:09 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Remove this text

The info is supposed to be centralized here with help of posters too .

Jon Miller is offline Jon Miller
Emperor

May 1999
time: 23:32
  Old Post 12-12-2003 22:00
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

quote:
Originally posted by Solver
In fact, I am supposed to see all your ideas in this thread, and not a link where I have to find what you think .


they are not just for your edification

but rather for those who click on this thread and wish to see past ideas and discussions

JOnM iller

Rasputin is offline Rasputin

Deity
Brisbane
May 1999
time: 15:32
  Old Post 12-12-2003 22:53 Visit Rasputin<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by Solver
The info is supposed to be centralized here with help of posters too .



yeah i hope they help too. pace slowly picking up.... more workload soon .....

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:32
  Old Post 12-12-2003 23:01 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Tired of ads?

quote:
they are not just for your edification

but rather for those who click on this thread and wish to see past ideas and discussions


And those who want to see all ideas would rather see them in one thread.

Rasputin is offline Rasputin

Deity
Brisbane
May 1999
time: 15:32
  Old Post 12-12-2003 23:14 Visit Rasputin<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Lose 30 kilos (of popups)

that is exactly the point of having this List Threads to put them all in one place... save people having to click around to various threads... keeps it neater and easier to search on search engine here

Jon Miller is offline Jon Miller
Emperor

May 1999
time: 23:32
  Old Post 13-12-2003 00:55
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Help yourself to an AD-FREE life

quote:
Originally posted by Solver
quote:
they are not just for your edification

but rather for those who click on this thread and wish to see past ideas and discussions


And those who want to see all ideas would rather see them in one thread.


yep

but you made a new one

Jon Miller

Fosse is offline Fosse
King
U.S.A.
Mar 2002
time: 23:32
  Old Post 13-12-2003 04:37
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

erm.. it's his job to make a new one.

But I think the links are a fine idea, to allow people who are just coming to the conversation to review the past discussions while Solver sorts through the reams of back and forth arguments to put into the top post.

Here is a basic summary of what I've talked about, and want:

Simultaneous Movement
This is a huge deal to me, and would be a huge step forward in my opinion. Turns have an orders phase, which is just like a current Civ turn, except that [i]units given orders don't move, just give a visual cue to show they have orders.[i]

Then, when everyone is done with their orders, the Resolution phase begins, and the computer moves all of the units at once, and any that come into contact with each other engage in combat (or not, depending on any number of factors).

During the Orders phase you can tell units to attack any enemies, only enemies they outnumber, nobody at all, etc. Of coruse, if you say don't fight but the enemy wants to fight...

I think this makes for a better system that supports more realistic and strategic combat, and requires more long term planning (a good thing, to me) for the best combat results.

Other possible side effects:
*Increase AI abilities. Since the AI could be threaded to let it issue orders during your turn, like GalCiv's is, this might very well make for a stronger and smarter AI with fewer cheats. Something that I think is universally wanted.
*Battles can last several turns. Since battle resolution doesn't have to be RIGHT NOW a system like this could be designed to allow for multi-turn battles. This would let players retreat from bad situations, reinforce battles, and tie up enemy troops while sneaking another army behind the front. This isn't a must of my proposal, but sure would be a great addition.
*Smoother Multiplayer. The game sould be designed as single player first, but when a great single player change makes for a huge multiplayer improvement! Well....

Possible negative side effects:

Oh, I'm sure someone will have some. )

Fosse is offline Fosse
King
U.S.A.
Mar 2002
time: 23:32
  Old Post 13-12-2003 04:56
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Avatar Enlargement: We've got the solution

Army Combat
I want to organize several units to fight as a signle, cohesive entity. They would move together and fight together until I break up the army.

This style of combat is widely supported in the current poll on these boards - though there is a very vocal minority in opposition - and is also well regarded as one of the best features of the Call to Power series.

This system has two huge effects, of what I consider nearly equal importance.

First of all, virtual elimination of tedium from combat. No more moving units one by one, and having them fight defenders one by one, then occupying the cities one by one by one by one... ARGHHH!!

Vastly huger armies than in Civ 3 could be managed with a huge reduction in tedium. Let's say that your standard Civ 3 army is almost 600, not counting garrissons, and you want to fight a war with them...

Better warm up your fingers, because you have a lot of shuffling to do.

Now, with the ability to organize armies, you can have the same sized force, but only about, say, 20 or 25 units to move around. All of them in thoughtfull composed organized entities that would feature combined arms.

How could it go wrong?

aaglo is offline aaglo
King
the contradiction is filled with holes...
Aug 2001
time: 07:32
  Old Post 15-12-2003 17:11
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton

The one thing about combat I really missed in Civ3

Attack bonus depending on terrain -option
I admit I have my own cow in the ditch here (I don't know if that expression makes any sense in english). I wanted to make a decent winter warrior for my finnish civ, which had attack bonus in forest and in tundra.

So the idea is to make it an unique trait to some special forces.
- mountain guerillas would have increased attack (+25...+50%) when attacking to and from a mountain square
- south-american indians & zulu's would have increased attack (+25...+50%) when attacking to and from jungle squares

and so on...

wrylachlan is offline wrylachlan
Prince

Apr 2002
time: 05:32
  Old Post 18-12-2003 08:43
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Help yourself to an AD-FREE life

1. Standoffs

As it stands currently if one unit attacks the other it is always a win for one of them (unless the attacker has retreat). I would like to see the ability for a defensive unit to "hold off" an attacker without killing it. Essentially a tie. This would allow a defensive unit to make a stand to allow reinforcements to arrive.

2. Flanking

If a unit is attacked from two different directions on the same turn the second attacker gets a bonus.

3. Connectivity Defense Bonus

If a city is connected to that civ's Web of cities, it gains a defense bonus. This makes bombarding the roads more important.

4. Intelligence bonus

Having a scout unit with your army gives a small bonus

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:32
  Old Post 18-12-2003 08:52
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

A request: no stacked combat debate in this thread, OK? There is already at least one thread devoted solely to stacked combat.

Fosse is offline Fosse
King
U.S.A.
Mar 2002
time: 23:32
  Old Post 18-12-2003 10:11
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

While I agree that a point comes at which further discussion becomes moot...

as this is the "official" list thread on the issue it is only natural that such discussions will come into this thread, and the thread you mention has scrolled off of the boards.

A lot of decisions about the combat system will rest on the decision of whether it is in armies or not, so I don't think that the issue will be successfully avoided here (at least for long).

Besides, the poll on this issue is over 70% in favor of stacks with 67 voters... that makes me think that most of the people in this thread will be thinking of combat in terms of stacks, which means that we'll have to either assume it is a given (in the threads) or continue to discuss its pros and cons.

Sore Loser is offline Sore Loser
Warlord
Aarhus, Denmark
Sep 2003
time: 06:32
  Old Post 18-12-2003 14:02
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Support Apolyton buy from Amazon

Reconnaisance and camouflage values. Large stacks should be possible to detect several squares away, whereas small bands of raiders could get right next to you and do hit'n'run tactics.

This should be coupled with non-decisive combat, ie. each combat lasts a number of rounds, after which each side has suffered so much damage. I really hate the notion of always having one side destroyed.

Fosse is offline Fosse
King
U.S.A.
Mar 2002
time: 23:32
  Old Post 18-12-2003 18:38
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Sore Loser, I like those, especially the recon idea.

Sore Loser is offline Sore Loser
Warlord
Aarhus, Denmark
Sep 2003
time: 06:32
  Old Post 18-12-2003 19:02
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Help yourself to an AD-FREE life

I think it's important that there are drawbacks to huge armies and uses for small bands. This is the most obvious one, I think, inspired by Emperor of the Fading Suns (which had many good ideas but pretty much failed to put it all together).

wrylachlan is offline wrylachlan
Prince

Apr 2002
time: 05:32
  Old Post 18-12-2003 19:41
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

A new way to figure attack counter attack. Right now it is attack value versus defense value and one looses a hp. Instead it goes in rounds of attack and counter attack with the attacker getting the initiative. On the counterattack the defenders defense rating becomes his attack rating and there are as many rounds as there are combined hp in the two units battling. It sounds complicated but it works out like this:

Unit G(aGressor)- A/D/Hp=4/2/4
Unit F(deFender) - A/D/Hp=2/3/3

That means that there are 7 rounds in which Unit G has to kill off F after which the turn is over in a draw.
Attack = G(4)vsF(3)
CounterAttack = F(3)vsG(2) note defenders attack value is actually its defense value on counter-attack.

Why would I want such a complicated change?

Ranged and Melee flags for units.

Ranged have drastically worse defense values but when you attack with a stack that has melee units in it, the melee unit defends against the counter-attack. It breaks down like this.

Unit Gr(aGressor Ranged) - 4/2/4
Unit Gm(aGressor Melee) - 2/4/4
Unit Fm(deFender Melee) - 2/3/4
If Unit Gr attacks Fm we have 8 rounds of combat
Attack Gr(4)vsFm(3)
Counterattack Fm(3)vsGm(4)

The upshot of all this is that it makes it extremely important to used MIXED stacks.

Last edited by wrylachlan on 18-12-2003 at 20:29

Fosse is offline Fosse
King
U.S.A.
Mar 2002
time: 23:32
  Old Post 19-12-2003 02:42
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Increase the size of your Attachments

wrylachlan... that's great. It's a system that gets around the old "Why are we just letting them kill us?" situation when a high attack/low defense unit is attacked.

And Sore Loser... a drawback to too huge stacks is certainly a must. I don't know what what size the optimal number of units for a stack should be (playtesting should decide that, but I'd guess around 24 or so), but this idea is MUCH better than hardcoded limits.

You CAN stack your units, with diminishing returns... but you might be wiser to split them up.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:32
  Old Post 19-12-2003 09:44
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

quote:
Simultaneous Movement


ewww

Seriously, I think this would kill gameplay for almost all but hardcore players. I want to see my Tank attack that Spearman NOW, not 15 minutes later after I've set up all of my attacks

quote:
wrylachlan... that's great. It's a system that gets around the old "Why are we just letting them kill us?" situation when a high attack/low defense unit is attacked.


Attack units SHOULD die if put on the defensive. If they can go into "counterattack mode" while being attacked, it removes tons of strategy from the game. A major part of strategy should be to gain the initiative.

wrylachlan is offline wrylachlan
Prince

Apr 2002
time: 05:32
  Old Post 19-12-2003 20:13
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Got spare money?

quote:
Originally posted by skywalker
Attack units SHOULD die if put on the defensive. If they can go into "counterattack mode" while being attacked, it removes tons of strategy from the game. A major part of strategy should be to gain the initiative.


They do die on the defensive. If you looked at the above post, you'd see that when a unit gets its counterattack it uses its Defense value for an Attack value. So an "Attack Unit" (higher attack than defense) is largely ineffective on the counter attack. With the proper balancing of Attack/Defense values for units, you could achieve the exact same unit balance under this system as under the current system. The only real differences are that this system confers a strategic benefit to using mixed armies, and it allows the possibility of a stand-off which makes strategic reinforcement possible.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:32
  Old Post 20-12-2003 00:57
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

That's basically how C3's combat works

A = attacker attack value
D = defender defense value

The chance for the attacker to score a hit is A/(A+D). The chance for the defender to score a hit is D/(A+D).

wrylachlan is offline wrylachlan
Prince

Apr 2002
time: 05:32
  Old Post 20-12-2003 03:01
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

quote:
Originally posted by skywalker
That's basically how C3's combat works

A = attacker attack value
D = defender defense value

The chance for the attacker to score a hit is A/(A+D). The chance for the defender to score a hit is D/(A+D).

The change I'm making is that for the defender to score a hit = D/(Attacker's Defense + Defender's defense)

This gives the defender an advantage as it makes it easier for the defender to "hit back". But when you make it a ranged and melee together attacking a unit it becomes:

Defender's chance of "hitting back" = D/(Attacking melee's Defense + Defender's Defense). This makes it important to use mixed forces.

Note that through changing the different values, you can create the exact same percentage chance of a win on either side in a straight fight.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:32
  Old Post 20-12-2003 21:27
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Suffering from ads?

That system seems a bit weird - unless you changed the chance for a defender to hit to defender's attack/(defender's attack + attacker's defense), in which case you encounter the problem of "how do I kill offensive units?"

EDIT: btw, I'm opposed to any distinctions between "melee" units and "ranged" units, except for the bombard system.

Shogun Gunner is offline Shogun Gunner

Emperor
Potomac Falls, Virginia
Oct 2000
time: 00:32
  Old Post 20-12-2003 22:22 Visit Shogun Gunner<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#27 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

My apologies for those who have read this in another thread, but since this is the official thread as Fosse points out...one more time.

IF, and that's a big "if", a stacked combat is used, I would hope that the "tactical minigame" utilizing stacked combat was made very robust.

What I mean is that a stack of troops meets an enemy stack of troops on one tile. Then the tactical minigame opens up.

That one tile (from a strategic perspective) expands to 40 tiles (tactical perspective) and each tile has unique geographical features. Your one armor unit breaks down into three or four armored companies. Other units have similiar breakdowns -- from division level to regiment level. You would play a game like Steel Panthers or Panzer Leader. Many of the CTP features (like retreat was mentioned right above) would be incorporated.

no, this isn't quite civ anymore, but I have to admit I would be totally into it if this concept was introduced.

Feel free to disagree/debate as it's just an idea. I will willingly admit that the complexity might be too much and it would potentially break the rhythm of the game. I think Jon Miller and skywalker have made some valid points against a system like this.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:32
  Old Post 20-12-2003 22:55
Edit/Delete Message Reply w/Quote
#28 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

ewwww... reminds me of SW:Rebellion

Kirastos is offline Kirastos
Settler
N/A
Dec 2003
time: 05:32
  Old Post 21-12-2003 02:01 Visit Kirastos's homepage!
Edit/Delete Message Reply w/Quote
#29 Report this post to a moderator
Lose 30 kilos (of popups)

1) I think we should introduce in civ the SMAC morale scale and it's consequences (+ or - xx% in attack/defense) rather than just having more HP at each upgrade.

2) We should be able to build armies (I really get pretty f***ing bored moving hundreds of units across the map at each turn). And not limitate to 9 or 12 units per tile, but each type of unit, according to its size, would occupy a number of place, and the number of places available in a tile should be determined by the nature of the terrain (e.g. 20 slots available in prairy or grassland, 15 available in hills, 5 in mountains, etc...). This requires more uniform landscapes (not excessivly so).

3) Keep the helicopters. They are more than useful when you know how to use them. They should also be able to carry infantry units.

4) We should have land transportation vehicles.

5) I would like more diversified sea units.

6) More anti-aircraft units like in CTP or SMAC (as well as automatic anti-aircraft improvements, whether in the landscape or in cities).

7) Ability to fortify coastlines (like in WW2).

Myrddin is offline Myrddin
Warlord
Aberystwyth
Jun 2001
time: 05:32
  Old Post 21-12-2003 03:02
Edit/Delete Message Reply w/Quote
#30 Report this post to a moderator
Support Apolyton buy from Amazon

6) Have you missed Flak and Mobile SAMs now added to C3C?

 
Pages (7): [ 1   2   3   4     >> ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:32.
Apolyton Time is 00:32.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0605 seconds (91.58% PHP - 8.42% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net