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grap1705 is offline grap1705
Chieftain

May 2004
time: 05:32
  Old Post 12-05-2004 18:24
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A little add on military units:

- indeed armor points and fire power are missing data to compute better battles. In real life, an archer can shoot for ever at a tank without ever causing him trouble (although a good walking mechanic can be lethal to the machine...). Just look at the intifada to see the difference made by armour point of isreali armoured infantry against fire power of stone throwers!

- helicopters should also exist in a fighting version, and not just transport. In mountain battles (may be against those damned partisans of Civ2), bombing is not very effective, while combat helicopters are a very efficient weapon. (If you haven't followed the russians in Afghanistan through the 80's, then try looking at Rambo 3 for a pale evocation of this)

- another thread speaks of straits, which land units may cross, albeit in several turns... an idea I don't abide by. But how come the civ3 team didn't even implement amphibious capacities? In CTP2, I loved the freedom of movement given by those copper irons cruising both over land and shallow waters to go invade the neighboring continent without tedious boat logistics...

The_Aussie_Lurker is offline The_Aussie_Lurker
Prince
Adelaide, South Australia, Australia
May 2001
time: 05:32
  Old Post 13-05-2004 04:19
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I think the whole ZoC debate would be ALMOST moot if you divided turns up into Move-Fight-Move. This way, if a unit tried to slip past you, but you had enough movement to intercept them, then you would be able to do so in your movement 'phase'. Only after all sides moved would combat be resolved!
Thats how I think it should work IMHO!

Yours,
Aussie_Lurker.

swabby is offline swabby
Settler
Cape
Jun 2003
time: 05:32
  Old Post 13-05-2004 04:39 Visit swabby's homepage!
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I'm new to this and hope I'm not posting this in wrong thread. Submarines should have stealth ability when attacking shipping. If you were torpedoed you'd never know who hit you. Like Privateers.

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Deity
Brisbane
May 1999
time: 15:32
  Old Post 13-05-2004 05:20 Visit Rasputin<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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unles it modern ship with fully equipped sonar !!!

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:32
Arrow  Old Post 13-05-2004 10:01 Visit panag's homepage!
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quote:
Originally posted by swabby
I'm new to this and hope I'm not posting this in wrong thread. Submarines should have stealth ability when attacking shipping. If you were torpedoed you'd never know who hit you. Like Privateers.


hi ,

for regular shipping or outdated units , yes the second gen of subs should have stealth , but as when it comes to new naval units , nope , .....

have a nice day

grap1705 is offline grap1705
Chieftain

May 2004
time: 05:32
  Old Post 13-05-2004 12:48
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STEALTH should enable to hit unknown. If you are torpedoed by a submarine, whether you detect it or not depending on your technical developments doesn't tell you whose unit this is.
Of course, in the movie "search for red october", the ears of the US navy can identify the sound signature of subs and know what type it is. But what if you sold your unit to another country?
So like Corsairs of Civ3 that allow you to attack even your allies without having troubles, subs should give you the ability to hit anonymously.

AIR UNITS: I don't like the full abstraction of it made in Civ3. Just moving unlimited in one turn from one side of the world to the other, bombing without moving, etc... in some way one can say it is logical if we consider that in modern times a turn is still one year long, but if we start taking this into account, we'd have to change the whole military aspect of the game. So I like moving my planes or helicopters around, with a limited range, having to think of cover so that they don't be caught unprotected in between 2 turns, etc...
As it is, I feel air unit management has become much less present.

MOVING IN ENEMY TERRITORY:
I can understand that you don't have use of trains when invading a new territory, but I don't see why you wouldn't be able to use their roads. This feature of Civ3 is totally unrealistic. If you have roads for your own use, they can also serve an opponent or invader. There's no reason for depriving you of their use.
Only a commando wanting to go unnoticed should have that handicap.

There is an BAD MATCH BETWEEN TECHS AND UNITS. Someone pointed out elsewhere that he'd never search for archery when he has more powerful spearmen. Only too true! And I still found no use for TOW infantry given that it is less powerful than armoured infantry (which by the way should look less like a tank, the Civ2 display was better). I never build cruiser or destroyers because I don't see why I should build something that indeed moves a little faster but that has high odds of getting destroyed as soon as it'll encounter a battleship. So I only build battleships...
Too many units seem useless, because they don't have sufficiently distinct capacities. If archmen where able to shoot on the next square without moving (i.e., a bombing capacity), then it would have a use in complement to spearmen.
A number of useless units still appear in the production menu of the city because they are not eliminated by units which outpower them in every respect, even without being their logical successor. May be to give the choice of having cheaply produced units to allow an enemy to train his troops?


MARTIAL LAW:
It drives me when I conquer a city, it's full of my troops and I don't give a damn about what the citizens think say or do because I'm ready crush any opposition, but nonetheless on the following turn, it sometimes decides to go back to its former civilization out of a cultural choice!!!
Culture has nothing to do there. it can motivate more resistance or partisans attacking my troops etc, but it definitely should not allow a captured city to switch back to its former "culture".
A way of preventing this could be the ability to enact a martial law for a given number of turns (5 or 10?) in a captured city before you again have to care about its defection.
Side effects:
- the longer the martial law period the harder it'll be for you to become popular in that city,
- the longer the martial law period the more incomfort it spreads to neighboring cities of your empire.
- during martial law, all outputs in shield, food or gold is downgraded by a factor to determine. 50%?
So that those side effects motivate you to make this martial law period as short as possible.

Last edited by grap1705 on 13-05-2004 at 14:48

swabby is offline swabby
Settler
Cape
Jun 2003
time: 05:32
  Old Post 20-05-2004 01:58 Visit swabby's homepage!
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How about a different USA UU? SNIPER! Available with gunowder. Has bombard capability but slightly less defense than musketman. Upgradable to RIFLEMAN SNIPER and INFANTRY SNIPER with comparable offense/defense bonuses. Stealth capability in forest or jungle. Maybe increased fire range if placed on hill or mountain.

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:32
Question  Old Post 20-05-2004 10:25 Visit panag's homepage!
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quote:
Originally posted by swabby
How about a different USA UU? SNIPER! Available with gunowder. Has bombard capability but slightly less defense than musketman. Upgradable to RIFLEMAN SNIPER and INFANTRY SNIPER with comparable offense/defense bonuses. Stealth capability in forest or jungle. Maybe increased fire range if placed on hill or mountain.


hi ,

well what about having for some civs 2 UU's , .....

the us could get special forces as second UU , ....

have a nice day

Mad Bomber is offline Mad Bomber
King
Columbus, Ohio
Nov 2002
time: 00:32
  Old Post 25-05-2004 11:13
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quote:
Originally posted by Kirastos
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.


Morale is already figured into the skill level of the unit and should not be a seperate factor in CIV style combat

quote:

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).


I am opposed to any limit on units in a tile and using stacked movement makes moving units much easier so its not really an issue that needs addressing IMO.

quote:

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.


Helicopters can carry any foot unit, this includes Infantry.

quote:

4) We should have land transportation vehicles.


Why?

quote:

5) I would like more diversified sea units.


an example would be helpful.

quote:

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


Flak and mobile SAMS in C3C make this point pretty moot (unless the new unit is a stinger [or SA-7] carrying infantry)
quote:

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


A stack of arty or a stockpile of cruise missles is effective enough.

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:32
  Old Post 26-05-2004 08:25
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Apparently, judging by comments 3) and 6), Kirastos hasn't played Civ 3 yet!

quote:
Originally posted by Mad Bomber
quote:
Originally posted by Kirastos
5) I would like more diversified sea units.

an example would be helpful.


I don't pretend to speak for Kirastos, but a larger variety of ship-types in the ancient and middle ages would be nice. Right now, all we've got are galleys and caravels in those ages, and they're both transport ships. (There are Curraghs in Conquests, but that's just for early exploration.) I'd like to see offensive and/or bombarding ships added to those ages in a future Civ game.

Mad Bomber is offline Mad Bomber
King
Columbus, Ohio
Nov 2002
time: 00:32
  Old Post 27-05-2004 16:01
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quote:


Apparently, judging by comments 3) and 6), Kirastos hasn't played Civ 3 yet!


Actually # 7 is the most telling, a stack of arty has long been the accepted way of protecting against naval vessels and there is nothing stopping anyone from fortifying infantry along the coast.

quote:


I don't pretend to speak for Kirastos, but a larger variety of ship-types in the ancient and middle ages would be nice. Right now, all we've got are galleys and caravels in those ages, and they're both transport ships. (There are Curraghs in Conquests, but that's just for early exploration.) I'd like to see offensive and/or bombarding ships added to those ages in a future Civ game.


C3C does have new naval units, but they are all UU's (Dromon, Carrack) except for the curragh. The problem is that no matter what new naval unit you add to the ancient age it will be of limited value and likely have a latin name I can't pronounce. :

I would like to see more naval units (some examples are: Oil Tankers, Super Carriers, Corvettes, Sloops, and Luxury Liners) but I can't think of an ancient naval unit to add that would be substansially different than what is in the game at present.

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:32
  Old Post 28-05-2004 05:35
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One thing that really needs to be done (IMO) is to increase the attack and defense strengths of the weakest units. Then increase the attack and defense values proportionately for all other units. That way, more fine tuning of the strengths could be done for various units. Then you could have an ancient offensive ship whose attack strength isn't equal to a frigate, for instance. Even multiplying all the attack/defense values by 3 would make a big difference.

Using '1' as the base attack/defense value (for warriors and galleys) is really limiting to the game developers (and modders!), IMHO.

Mad Bomber is offline Mad Bomber
King
Columbus, Ohio
Nov 2002
time: 00:32
  Old Post 28-05-2004 07:35
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quote:
Originally posted by Xorbon
One thing that really needs to be done (IMO) is to increase the attack and defense strengths of the weakest units. Then increase the attack and defense values proportionately for all other units. That way, more fine tuning of the strengths could be done for various units. Then you could have an ancient offensive ship whose attack strength isn't equal to a frigate, for instance. Even multiplying all the attack/defense values by 3 would make a big difference.

Using '1' as the base attack/defense value (for warriors and galleys) is really limiting to the game developers (and modders!), IMHO.


wel,l you have to have a base and 1 is definately the number to use as a limiting number. I think that your argument could be strengthened by stating that the midieval and Industrial attack and defense strengths are too low and do not allow for enough variation among ancient and early midieval units.

The naval units in particular need a major overhaul, the Dromon should be nowhere near equal in power to the Frigate. I address this issue and most other problems with attack/defensive strength issues in my personal mod.

Here are a few of my mods of units that I particulary enjoy:

Caravel 2.2.4 (+2hp)
Galleon 1.3.4 (+2hp)
Frigate 4.4.4 (+4hp)
Privateer 3.2.5 (+3hp)
Ironclad 6.6.3 (+5hp)
Muskets 3.4.1 (+3hp)
Pikes 2.3.1 (+2hp)
Rifles 5.6.1 (+4hp)
Destroyers 10.12.6 (+6hp)
Infantry 8.10.1 (+6hp)

As you can see there is much more differentiation allowed by modding attack, defense, and hp. Much more variation could be done by utilizing the unique unit abilities in the editor.

Awsric Armitage is offline Awsric Armitage
Prince
Dallas, Tx
Oct 2003
time: 23:32
  Old Post 29-05-2004 20:05
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A good example of what can be done with the naval units is the example above and also the newer version 2.02 of the DyP mod for PTW only at this point.

It, the DyP 2.02 includes varied Anicient and Middle Ages naval units that are balanced for gameplay.

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:32
  Old Post 30-05-2004 11:13
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quote:
Originally posted by Mad Bomber


wel,l you have to have a base and 1 is definately the number to use as a limiting number. I think that your argument could be strengthened by stating that the midieval and Industrial attack and defense strengths are too low and do not allow for enough variation among ancient and early midieval units.


That's precisely what I was trying to get at! I was just saying the starting units (warriors and galleys) shouldn't be 1/1 for the exact reason you stated above.

quote:

The naval units in particular need a major overhaul, the Dromon should be nowhere near equal in power to the Frigate.
...


The Dromon is a perfect example.

DarkCloud is offline DarkCloud
Civ3 Stories Editor
of Lists
Jul 2000
time: 05:32
  Old Post 17-08-2004 00:09 Visit DarkCloud<br><img src=/forums/images/staff-icon.gif>'s homepage!
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bump. deadlines.... deadliness...

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:32
  Old Post 17-08-2004 01:44 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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You should have noticed the other thread that contains the compiled ideas, page 2 .

MORON is offline MORON
Warlord
Vancouver, Canada
Jun 2001
time: 13:32
  Old Post 17-08-2004 03:10
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On infinite stacks:

If you pull all the people on earth and lined them up back to back, they'd fit a large town.

Also remember the South Korea has huge military presence (equal that of the north) but no cripping economics.

(demo = + gold on tiles, unlike Nkorea that has negative income and is slowing selling improvements to maintain the army while all the shields are used for the army while lacking a factory)

Of course if one can't send 100 divisions in a 30km radius and have them all fight at the same time, but they can be fit there.

The diplomat is offline The diplomat
King
Terre Haute, IN USA
Sep 1999
time: 23:32
  Old Post 05-09-2004 23:59
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Maybe this has already been mentionned but what about introducing tactics.

Basically, before each battle the player would get to choose from a series of tactics:
- withdraw
- full charge
- outflank
- feign retreat
- surprise attack
- stand ground
etc...

Each tactic would modify your units attack/defense values.

This would make battles more exciting and interesting because depending on the choice that you and your opponent make, you might win with an inferior force or lose with a superior force.

Platypus Rex is offline Platypus Rex

King
Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002
time: 21:32
  Old Post 06-09-2004 05:30 Visit Platypus Rex<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by The diplomat
Maybe this has already been mentionned but what about introducing tactics.

Basically, before each battle the player would get to choose from a series of tactics:
- withdraw
- full charge
- outflank
- feign retreat
- surprise attack
- stand ground
etc...

Each tactic would modify your units attack/defense values.

This would make battles more exciting and interesting because depending on the choice that you and your opponent make, you might win with an inferior force or lose with a superior force.


you are hired

lajzar is offline lajzar
Prince
Japan
Jun 2003
time: 14:32
  Old Post 06-09-2004 14:16 Visit lajzar's homepage!
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Units should have a firepower stat (like civ2), and an armour class stat. The armour class stat deducts from the firepower of the enemy.
Say we have the following fight:

Knights 4-2-2 FP 2 AC 1
longbows 4-1-1 FP 2 AC 0

The knights fight with an effective civ2 firepower of 2, the longbows with an effective firepower of 1. Both would be completely unable to hurt a tank with an AC of 2, as that would knock their effective firepower to zero.

This will prevent the spearmen beats tank situations. Carful tuning will be required of course.

Platypus Rex is offline Platypus Rex

King
Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002
time: 21:32
  Old Post 07-09-2004 00:34 Visit Platypus Rex<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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After reading most of these post


Who would like the idea of what appears in the build list.

As new units become availble, just a simple yes/no question to include them into the build list. Or maybe a right click once they are in the list to avoid the the repeativness of the same question
throughout the millenia.

Mad Bomber is offline Mad Bomber
King
Columbus, Ohio
Nov 2002
time: 00:32
  Old Post 26-09-2004 07:30
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quote:
Originally posted by The diplomat
Maybe this has already been mentionned but what about introducing tactics.

Basically, before each battle the player would get to choose from a series of tactics:
- withdraw
- full charge
- outflank
- feign retreat
- surprise attack
- stand ground
etc...

Each tactic would modify your units attack/defense values.

This would make battles more exciting and interesting because depending on the choice that you and your opponent make, you might win with an inferior force or lose with a superior force.


This is a good list but I'd like to enhance it a bit:

*Withdrawl: not necessarily a tactic but in Civ IV ALL units should have the possibilty of a retreat (there also should be a chance of a rout too)
*Frontal Assault (or Charge): This is an attack against an opponet, usually resulting in high casulties but necessary against an entrenched opponet
*Envelopment: this is a high risk/reward strategy (best used by mounted units)
*Ambush: Best used by special forces and guerilla type units.
*Counterattack: This is also a high/risk reward tactic best used by horse and armored units
*Entrench: basically the old fortified command, but it would give added bonuses to defensive foot units.

I am not sure of the exact bonuses that would be given but adding more options/commands to your units could only be a positive improvement in combat resolution.

Also0 tye ability to add/remove units from the build list is an excellent idea.

Platypus Rex is offline Platypus Rex

King
Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002
time: 21:32
  Old Post 26-09-2004 11:10 Visit Platypus Rex<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by Mad Bomber


This is a good list but I'd like to enhance it a bit:

*Withdrawl: not necessarily a tactic but in Civ IV ALL units should have the possibilty of a retreat (there also should be a chance of a rout too)
*Frontal Assault (or Charge): This is an attack against an opponet, usually resulting in high casulties but necessary against an entrenched opponet
*Envelopment: this is a high risk/reward strategy (best used by mounted units)
*Ambush: Best used by special forces and guerilla type units.
*Counterattack: This is also a high/risk reward tactic best used by horse and armored units
*Entrench: basically the old fortified command, but it would give added bonuses to defensive foot units.

I am not sure of the exact bonuses that would be given but adding more options/commands to your units could only be a positive improvement in combat resolution.

Also the ability to add/remove units from the build list is an excellent idea.



How about a twist using Fog of War. Once you declare war on a civ (vice versa). This reduces the ability to really know what is in an attacking stack... maybe include modern military scouts?

If one was attacked my nothing but moblie inf/tanks,etc, would you have time to entrench?

Same thing with terrain, one could entrench in open, forrest, what about inside a city...maybe add guerilla warfare?

lajzar is offline lajzar
Prince
Japan
Jun 2003
time: 14:32
  Old Post 26-09-2004 11:59 Visit lajzar's homepage!
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Hmm, Im against tactics for two reasons.

1 - I am not the general in the field in charge of ordering the soldiers on which tactics to use. I am the zeitgeist of the people. This level of control is beneath me.

2 - For any particular attacker - defender combination, there would always be a single optimum tactic to use (unless you turn it into a shell game where the defender chooses a random tactic). This turns combat into a micromanagement festival. It doesnt really add anything to gameplay.

Mad Bomber is offline Mad Bomber
King
Columbus, Ohio
Nov 2002
time: 00:32
  Old Post 26-09-2004 21:02
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quote:
Originally posted by Platypus Rex



How about a twist using Fog of War. Once you declare war on a civ (vice versa). This reduces the ability to really know what is in an attacking stack... maybe include modern military scouts?

If one was attacked my nothing but moblie inf/tanks,etc, would you have time to entrench?

Same thing with terrain, one could entrench in open, forrest, what about inside a city...maybe add guerilla warfare?


1) Fog of war should be inclusive regardless of whether one is at war or not. The overall information known should be (without reconassiance units) the best defensive unit, the best offensive unit and the overall # of units in a stack, no other info should be provided without a recon mission (which mobile units should be able to perform as well as satellites which would be a new unit)

2) It only takes a few hours on most terrain to create earthworks so entrenchment time really is not a significant issue. Fortifications should not change in needing to be built. Also entrenchment should be possible except in the following terrain; Cities with walled fortification, Forts or fortresses (barracades), swamp or marsh, tundra.

quote:
Origionally posted by Lajzar

Hmm, Im against tactics for two reasons.

1 - I am not the general in the field in charge of ordering the soldiers on which tactics to use. I am the zeitgeist of the people. This level of control is beneath me.

2 - For any particular attacker - defender combination, there would always be a single optimum tactic to use (unless you turn it into a shell game where the defender chooses a random tactic). This turns combat into a micromanagement festival. It doesnt really add anything to gameplay.


These would just be combat enhancers or reducers(e.g envelopmet reduces retreat possibility by 10%, frontal assault decreases defender HP by 1, ect. ) but I do see your point. For me anything that is possible to shake up the CRAPPY RNG system is a good thing and I think it would add a bit of flavor to the game. It also should be an option, not part of the stock rules.

Trifna is offline Trifna
King
of anchovies
Jul 2001
time: 13:32
  Old Post 03-10-2004 21:17
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The fact that bterrain changes combat is major. I think that having bonus/malus % to certain units in certain environments for certain tasks could do the trick.

It is espescially important in the case of infantry units entering a city: as in SMAC, they should get a +X% since they're more efficient in urban combat. Just look at the case of Bagdad: they discussed at length on TV of the problems of going in a city for a tank. It's infantry that goes in houses, secures areas...

The same issue exists in a dense forest or jungle. The day when a tank batallion starts shooting in a dense forest, I get myself some popcorn


For more detailed information, we'd need to look at battles done in Vietnamese jungles.

Last edited by Trifna on 04-10-2004 at 15:00

Platypus Rex is offline Platypus Rex

King
Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002
time: 21:32
  Old Post 04-10-2004 14:49 Visit Platypus Rex<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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#178 Report this post to a moderator
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quote:
Originally posted by Mad Bomber

It also should be an option, not part of the stock rules.


Amen brother

Options are the best way to go, will the programmers hate us if there to many?

Mad Bomber is offline Mad Bomber
King
Columbus, Ohio
Nov 2002
time: 00:32
  Old Post 05-10-2004 05:35
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#179 Report this post to a moderator
Got spare money?

quote:
Originally posted by Trifna
The fact that bterrain changes combat is major. I think that having bonus/malus % to certain units in certain environments for certain tasks could do the trick.

It is espescially important in the case of infantry units entering a city: as in SMAC, they should get a +X% since they're more efficient in urban combat. Just look at the case of Bagdad: they discussed at length on TV of the problems of going in a city for a tank. It's infantry that goes in houses, secures areas...

The same issue exists in a dense forest or jungle. The day when a tank batallion starts shooting in a dense forest, I get myself some popcorn


For more detailed information, we'd need to look at battles done in Vietnamese jungles.


Bonuses for certain units in different terrain is another possibilty.

For instance archery defence should be doubled if located in defensive fortifications, Bombardment values halved in forest or jungle.....

Your example of infantry in a city is a correct one but armored forces have been able to operate in dense forrests, so I'm a little dubious about that example.

One thing is certain, the combat system must be modified so that the combat results are not just a calculation of A/D values. I want to see some of the following in the combat system for CIV 4

* Retreating more common
* Standoffs (defender neither wins, nor loses)
* Terrain modification for different unit types
* More units to utilize (Special Forces, Partisans, Unit between Ironclads and modern ship units, howitzer, Self-propelled artillery, Terrorists (spy type unit), Motorized Infantry, Light Cavalry...)
* A rudimentary supply system (units not "in supply" lose a HP per turn, perhaps?
* Units able to move/ attack after parrachute drops.
* More units able to make amphibious assaults (Greeks, Romans and Persians were able to do this)
* Air units should be able to select their targets ( like subs)

Trifna is offline Trifna
King
of anchovies
Jul 2001
time: 13:32
  Old Post 05-10-2004 14:43
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#180 Report this post to a moderator
Increase the size of your Attachments

1- About tanks and such units, I would not see them as going as well in a dense forest as in a plain. In Civ though, a forest tile is not by default a dense forest. I never read about how it is to drive a tank though.

2- I do not expect CiV to have modifiers for every single terrain and every single unit since Civ always have been a pretty general game. I would rather expect a few general modifiers.

 
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