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 > Unit Abilities
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 (3): [ 1   2   3   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
Seeker is offline Seeker
Emperor
London Ontario
Jan 1970
time: 00:32
  Old Post 19-12-2003 02:39 Visit Seeker's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Unit Abilities Support Apolyton buy from Amazon

This thread is for describing unit abilities that would be interesting, and how they would work.

1. A TRUE submerge ability for subs and nuclear subs. If a unit fails it's 'detection chance' it should not be able to find the sub at all or know where it is, it should move onto that space as if it were empty.

2. Different types of Nuke:

Tac nuke, a missile with 98 attack can destroy all units in one stack.

A-Bomb: works like Civ 3 nuke

Hydrogen Strategic bomb: works more like SMAC planet-buster; all non-aligned nations declare permanent war + mega pollution.

3. Terrain based abilities: eg: archers +1 defence in forest, elephant bonus in jungle.

4. Treat X as Roads: instead of treat all terrain as roads, only certain types eg alpine units treats only mountains and glacier as roads, ranger treat jungle and forest as roads, etc.

5. Perma flight: Like Civ 2 helicopter except perpetual, good for satellite units.

6. Transport Helicopter/ Cargo Plane: can carry trade units, 2 paratroops.

7. Just like in Civ 3, the ability to give some units limited engineering abilities, like infantry that can build fortresses. 'Combat Engineer' abilities.

8. Minefield units, sea and land, work like subs.

9. Bad idea: Possibly give units more complex stats like apanzer general: air defence/offence, close att/def, Hard att/defence, etc. nah.

10. Sentry/patrol ability: Set units like these on auto-patrol of an area, if they encounter an enemy they automatically attack. Good for destroyers, can be switched off.

11. Abilties: Spread dissent, increases unhappiness for a while. Infiltrate: gain access to the enemies city menu for one city for one turn...maybe to powerful just make it abile to see enemies city for a turn??

POTUS is offline POTUS
Prince
How could I possibly not have a Mozambican flag, I mean, what other country has an AK-47 on their flag?
Jul 2003
time: 21:32
  Old Post 19-12-2003 03:30
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

I assume also terrain-based disadvantages.

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:32
  Old Post 19-12-2003 05:02 Visit Inverse Icarus's homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

i agree on subs and will expand.

submarines should have a "submerge" option that puts them at a far lower depth than a sub without it on, which would make them invisible to other ships (except those with detection capabilities). units should be able to move onto the tile in question as if it was empty.

but i think there should also be a way to tell them to fire while they're submerged like that, shouldn't there be? like, hiding under water until you see that transport moving in?

there should also be a disadvantage to being submerged, so that people just don't stay in it. and should there be a limited amount of time to remain submerged continously?

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:32
  Old Post 19-12-2003 09:40
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Call to Power 2

quote:
1. A TRUE submerge ability for subs and nuclear subs. If a unit fails it's 'detection chance' it should not be able to find the sub at all or know where it is, it should move onto that space as if it were empty.


No. WAY too MM, and it's just stupid. Does the President say "oh, and btw, tell the subs to go underwater before attacking the enemy ships". This adds a fundamentally meaningless layer of "strategy" to the game.

quote:
2. Different types of Nuke:
Tac nuke, a missile with 98 attack can destroy all units in one stack.
A-Bomb: works like Civ 3 nuke
Hydrogen Strategic bomb: works more like SMAC planet-buster; all non-aligned nations declare permanent war + mega pollution.


First, don't make the nuke flag be the attack value!. Just leave it as a normal unit flag like in C3. Second, no planet-busters and no auto-declaration of war. An H-Bomb is not going to turn nine tiles into ocean.

quote:
3. Terrain based abilities: eg: archers +1 defence in forest, elephant bonus in jungle.


As an option in the editor.

quote:
4. Treat X as Roads: instead of treat all terrain as roads, only certain types eg alpine units treats only mountains and glacier as roads, ranger treat jungle and forest as roads, etc.


Again, as an option in the editor.

quote:
5. Perma flight: Like Civ 2 helicopter except perpetual, good for satellite units.


No satellite units, please. At most abstract them like in SMAC.

quote:
6. Transport Helicopter/ Cargo Plane: can carry trade units, 2 paratroops.


Maybe as an NPC freighter like in GalCiv. Otherwise, too MM.

quote:
7. Just like in Civ 3, the ability to give some units limited engineering abilities, like infantry that can build fortresses. 'Combat Engineer' abilities.


but make the AI use them!

quote:
8. Minefield units, sea and land, work like subs.


Maybe not as units.... but an interesting idea (and one many people have tried to implement, mostly failing) that should at least be in the editor.

quote:
9. Bad idea: Possibly give units more complex stats like apanzer general: air defence/offence, close att/def, Hard att/defence, etc. nah.


You're right, bad idea

quote:
10. Sentry/patrol ability: Set units like these on auto-patrol of an area, if they encounter an enemy they automatically attack. Good for destroyers, can be switched off.




quote:
11. Abilties: Spread dissent, increases unhappiness for a while. Infiltrate: gain access to the enemies city menu for one city for one turn...maybe to powerful just make it abile to see enemies city for a turn??


A lot of this should be abstracted like in C3.

Shogun Gunner is offline Shogun Gunner

Emperor
Potomac Falls, Virginia
Oct 2000
time: 00:32
  Old Post 19-12-2003 09:52 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
#5 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

since one turn = one year, are we saying that subs should be able to remain submerged several years? Perhaps that's too much detail.

However, I do believe detection isn't quite handled right. If a sub is not detected, you should sail right over him, like he's not there.

As it works now, you are navigating your ship through water when you get the call from the bridge:

First Officer: "Captain, we are at full power and cannot go due north. Look all the way to the horizon in the north...nothing there, but we can't move there. We can move east, west and south, but not north. What's going on?"

Captain: "Fire all guns due north"

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:32
  Old Post 19-12-2003 09:56
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Tired of ads?

Simple to implement - let the sub and the other ship able to be on the same tile. Use the same code as for allowing your units to occupy the same tile as your allies (a very good feature in SMAC).

Shogun Gunner is offline Shogun Gunner

Emperor
Potomac Falls, Virginia
Oct 2000
time: 00:32
  Old Post 19-12-2003 10:28 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
#7 Report this post to a moderator
Support Apolyton buy from Amazon

yes, i see no reason why that couldn't be "made so"

DarkCloud is offline DarkCloud
Civ3 Stories Editor
of Lists
Jul 2000
time: 05:32
  Old Post 28-12-2003 07:14 Visit DarkCloud<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Increase Your PM Length

quote:
6. Transport Helicopter/ Cargo Plane: can carry trade units, 2 paratroops.

This is a must-have in civ III!

I would also suggest on perhaps a 'nuclear submarine' unit, that, when sunk, has a % probablity of triggering an accidental nuclear explosion that might destroy the neighboring ships.

Seeker is offline Seeker
Emperor
London Ontario
Jan 1970
time: 00:32
  Old Post 08-02-2004 19:55 Visit Seeker's homepage!
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton buy from Amazon

(bumping) to see if anyone has thought of any new unit ABILITIES. (not units themselves)

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:32
  Old Post 08-02-2004 20:44
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Inflate your Upload Space

I think minefields might be better if they were put down by workers rather than another unit. Iguess workers could find them as well, but the one move/turn would hurt that effort.

GhengisFarb is offline GhengisFarb
Deity
I want my HAMBURGERS!!
May 2002
time: 23:32
  Old Post 09-02-2004 01:47 Visit GhengisFarb's homepage!
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Help yourself to an AD-FREE life

I like the options in the editor ideas of skywalker.

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:32
  Old Post 09-02-2004 01:51
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

enslavement


At most I think that there should only be a couple of units with special abilities, like in C3C. limited enslave, limited hidden nationality, etc.

KISS

I agree with the thoughts that it should mainly be reserved for the editor and modding efforts.

DarkCloud is offline DarkCloud
Civ3 Stories Editor
of Lists
Jul 2000
time: 05:32
  Old Post 09-02-2004 07:42 Visit DarkCloud<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

I really don't like the enslavement option. I just don't think that it's really strategic enough to warrant a unit. It just seems sort of abstract...

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:32
  Old Post 09-02-2004 07:49
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

quote:
Originally posted by DarkCloud
I really don't like the enslavement option. I just don't think that it's really strategic enough to warrant a unit. It just seems sort of abstract...


oh but its great fun playing as the Mayans or English. My Men o' War in my last English game captured/enslaved 30 other ships,

GhengisFarb is offline GhengisFarb
Deity
I want my HAMBURGERS!!
May 2002
time: 23:32
  Old Post 09-02-2004 08:23 Visit GhengisFarb's homepage!
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

Actually, I thougth the enslavement option was a cool idea.

I wish there was away to simply have it enslave what it captured with ships. So you could more accurately simulate the Spanish Main with a chance of commandeering Galleons and Frigates and not having them all shrunk into Privateers.

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:32
  Old Post 09-02-2004 08:25
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Put an end to popups!

quote:
Originally posted by GhengisFarb
Actually, I thougth the enslavement option was a cool idea.

I wish there was away to simply have it enslave what it captured with ships. So you could more accurately simulate the Spanish Main with a chance of commandeering Galleons and Frigates and not having them all shrunk into Privateers.


yeah, again firaxis has a good idea, but has a sloppy followthrough

(I know its been recommended to them to change this in the next patch, or make it editor-able, who knows if they do that or not.)

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:32
  Old Post 09-02-2004 08:49
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Got spare money?

quote:
yeah, again firaxis has a good idea, but has a sloppy followthrough


Sloppy? Because the system doesn't do everything one could possibly hope, it's sloppy?

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:32
  Old Post 09-02-2004 08:55
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

quote:
Originally posted by skywalker
quote:
yeah, again firaxis has a good idea, but has a sloppy followthrough


Sloppy? Because the system doesn't do everything one could possibly hope, it's sloppy?


yes.

its been a pretty big complaint by modders.

pretty farfetched turning galleons into privateers while on the high seas.

i can see units into slave workers.


Its a neat ability, but needs some more modability.

(And I thought I was a huge firaxis fanboy :lol

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:32
  Old Post 09-02-2004 09:00
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Support Apolyton, buy Civilization 2

Again, because the system doesn't do everything one could possibly hope for, it's sloppy?

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:32
  Old Post 09-02-2004 09:04
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Inflate your Upload Space

quote:
Originally posted by skywalker
Again, because the system doesn't do everything one could possibly hope for, it's sloppy?


yes

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:32
  Old Post 09-02-2004 09:06
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Support Apolyton, buy Call to Power 2

I'm just giving you crap, sw, sloppy was a bit of hyperbole.

what I should have said was that it was a bit short-sighted in implementation.

lajzar is offline lajzar
Prince
Japan
Jun 2003
time: 14:32
  Old Post 09-02-2004 19:11 Visit lajzar's homepage!
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Support Apolyton, buy Civilization 2

Here's one that should be brought back, and its corrolary:

Exerts zoc - as per civ2. Air units don't have a zoc if implemented civ3 style. Sea units with guided missiles (modern navies basically) have a zoc. Land units with missiles (archers upwards) have a zoc. This is of course a flag to be set, not hard coded.

Ignores all zoc - what it says. Should probably apply to submarines, guerillas, and diplomat/spy units.

oh, here's another flag:

AA gun [n] - will automatically launch a bombard attack of strength N on any aircraft unit that passes through an adjacent tile. Pass through here includes a) the straight line drawn between two cities when the airports are used for transport, and b) the straight line drawn between the base site and the target of a bombard mission.

Paradrop [n] - the unit can, as its entire move, jump up to N tiles from the city or airfield it is in. This move may be intercepted by units with the AA gun flag.

Switch is offline Switch
Prince
This just in, water has been discovered on Mars...
Apr 2002
time: 00:32
  Old Post 09-02-2004 19:50 Visit Switch's homepage!
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Help yourself to an AD-FREE life

quote:
Originally posted by lajzar
Here's one that should be brought back, and its corrolary:

Exerts zoc - as per civ2. Air units don't have a zoc if implemented civ3 style. Sea units with guided missiles (modern navies basically) have a zoc. Land units with missiles (archers upwards) have a zoc. This is of course a flag to be set, not hard coded.

Ignores all zoc - what it says. Should probably apply to submarines, guerillas, and diplomat/spy units.


I would have to disagree whole heartedly on this. Civ3's ZOC is much better than civ2's, IMO, and is actually more realistic. Say you're playing a giga earth map, 256x256 or whatever...I'm not sure how wide the tiles are, but each tile works out to be several hundred km...sometimes even the civ3 style is a bit much, but i think it works fine.

quote:
oh, here's another flag:

AA gun [n] - will automatically launch a bombard attack of strength N on any aircraft unit that passes through an adjacent tile. Pass through here includes a) the straight line drawn between two cities when the airports are used for transport, and b) the straight line drawn between the base site and the target of a bombard mission.

Paradrop [n] - the unit can, as its entire move, jump up to N tiles from the city or airfield it is in. This move may be intercepted by units with the AA gun flag.


Agree with you here. The way it works now, it's as if planes teleported . And paradropping was nice too, in SMAC. Maybe make it so that paratroopers can paradrop, ie a limited range from the city, and modern paratroopers can do strategic insertions, ie no range limit (like SMAC's orbital insertions).

wrylachlan is offline wrylachlan
Prince

Apr 2002
time: 05:32
  Old Post 09-02-2004 20:06
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Tired of ads?

1) Air superiority on enemy cities to protect bombers

2) Abstract Ship to Sub combat similar to air missions. Some sort of "Depth Charge" mission.

3) Capture - different than enslave, it takes the unit not as a worker, but as whatever type of unit it is. The caveat is you can't use them except to move and to TRADE them back in a peace deal.

4) Civil engineering - have multiple sources of each resource, but only one automatically pops up on the map. You have to find the others.

5) Hidden numbers - if you use stack movement in certain terrain, it looks graphically like only one unit moves. So what looked like 1 Iroquis warrior, actually turns out to be 5 when they come out of the woods.

6)Specific bonuses and penalties versus certain other units i.e.pikemen get a percentage bonus versus mounted, but a percentage penalty versus foot.

7) Pillage-heal. Just what it sounds like.

8)Scout tracking
-----------------------------------------------------------------
And don't listen to skywalker, the idea of tying unit abilities to terrain types is

Archers getting better defense in forests/jungles = great
Certain units getting to treat certain terrain as roads = great
And I'll add -
Mounted units get an x% charging bonus on plains or grasslands.
Ranged units get an even better defense bonus than regular units when defending across a river or behind walls or fortresses.

MrBaggins is offline MrBaggins
King

May 1999
time: 05:32
  Old Post 09-02-2004 20:13
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
Inflate your Upload Space

quote:
Originally posted by wrylachlan
*SNIP*
And don't listen to skywalker, the idea of tying unit abilities to terrain types is

Archers getting better defense in forests/jungles = great
Certain units getting to treat certain terrain as roads = great
And I'll add -
Mounted units get an x% charging bonus on plains or grasslands.
Ranged units get an even better defense bonus than regular units when defending across a river or behind walls or fortresses.


Do you have any clue as to how complex that would be for the AI to figure out? The defensive boni of terrain is enough... adding a bonus to specific units on specific terrain virtually guarantees that only a human would use it effectively.

wrylachlan is offline wrylachlan
Prince

Apr 2002
time: 05:32
  Old Post 09-02-2004 20:27
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Put an end to popups!

quote:
Originally posted by MrBaggins Do you have any clue as to how complex that would be for the AI to figure out? The defensive boni of terrain is enough... adding a bonus to specific units on specific terrain virtually guarantees that only a human would use it effectively.
Looking at your post in the other thread about ZOC I'm noticing a pattern here. Anything that is difficult for the AI to implement that you happen to like is OK. But if you don't like the idea, you shoot it down with "Do you know how difficult that is for the AI?". Well too bad. Its a good idea. I like it. And given enough processing power, and intelligent design, it could be implemented. After all, what's the good of having an AI that's great a checkers??? It's still checkers.

MrBaggins is offline MrBaggins
King

May 1999
time: 05:32
  Old Post 09-02-2004 20:53
Edit/Delete Message Reply w/Quote
#27 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

I've been working on (producing mathematical models and algorithms for Civ AI) long enough to know whats expensive and difficult, and whats easy and cheap.

ZOC's are a bit more expensive than no ZOC's. You need a (2-state) blocking map, which simply alters the cost for your A* pathfinding. Its a bit more expensive, but not THAT much... simple to calculate and to use. This cost is even, in some circumstances, outweighed by the reduced number of entities (and hence AI cost,) and that forgets the game benefit to the player of reduced MM.

Terrain-based boni necessitate not only a costly db lookup for each of the units per terrain, or if you cache the information in the army record, a slightly less costly lookup.

This variable state modifier has to be calculated for opposing troop types on each of the 8 surrounding squares of a square, when a unit isn't directly attacking, and its within range of enemy units, to verify that its not moving to a more vulnerable position.

All in all... this is a very costly. I'm not saying we should be playing checkers... just that some ideas require unrealistic amounts of AI time. This idea is one of them.

Computers won't be that fast when Civ4 is released. The fastest computers now aren't exactly greased lightning now, with Civ3's AI.

GhengisFarb is offline GhengisFarb
Deity
I want my HAMBURGERS!!
May 2002
time: 23:32
  Old Post 09-02-2004 21:38 Visit GhengisFarb's homepage!
Edit/Delete Message Reply w/Quote
#28 Report this post to a moderator
Tired of ads?

quote:
Originally posted by MrBaggins
Do you have any clue as to how complex that would be for the AI to figure out?

The AI can't figure out the concept of upgrading units and attacks Modern Armor with Archers.

If the only good reason to exclude an idea is because the AI can't grasp it, then I wouldn't be too worried about it.

MrBaggins is offline MrBaggins
King

May 1999
time: 05:32
  Old Post 09-02-2004 21:53
Edit/Delete Message Reply w/Quote
#29 Report this post to a moderator
Avatar Enlargement: We've got the solution

The simplication of air combat made that viable for the AI to use. (Of course even thats missing some vital functionality, like air superiority... but still.) The map is typically a pain in the ass. You need to avoid unecessary complications.

If the AI doesn't upgrade then its either a) not resourced correctly or b) just bad strategy (although it might be attacking a point that wasn't well defended when it made the plan.) Threat matching is pretty fundemental. Although you want to have some concept of ablative attacks, its a definite short coming, if you don't concentrate the attacks.

Upgrading is typically a tremendous benefit to the AI. Witness Updater2 in CTP2

As for including advantages that you can use, but the AI can't... that lessens the challenge of SP... it makes the AI easier to beat.. and just plain makes it look bad.

Witness the AI's weakness competing vs the crawler tactic in SMAC.

wrylachlan is offline wrylachlan
Prince

Apr 2002
time: 05:32
  Old Post 09-02-2004 22:19
Edit/Delete Message Reply w/Quote
#30 Report this post to a moderator
Get a bigger avatar today!

quote:
Originally posted by MrBaggins Terrain-based boni necessitate not only a costly db lookup for each of the units per terrain, or if you cache the information in the army record, a slightly less costly lookup.

This variable state modifier has to be calculated for opposing troop types on each of the 8 surrounding squares of a square, when a unit isn't directly attacking, and its within range of enemy units, to verify that its not moving to a more vulnerable position.
I would humbly suggest that if people thought it was a good enough idea for game-play reasons, AI coders would come up with a clever way to implement it.

The movement bonuses are already essentially in the code since wheeled units have different movement penalties than foot soldiers. There's no reason that expanding that concept to allow other special cases wouldn't be a no brainer.

And as for the combat bonuses, there should already be some sort of code that takes into account "other powers". Otherwise an enslaving unit would be treated exactly like another unit of the same power, which is tactically incorrect since a loss to an enslaving unit is a "greater loss".

And the bigger issue, for me, is that Firaxis is capable of assessing the difficulty of programming the AI. By all accounts the Civ3 AI is significantly better than Civ2, and has gotten progressively better with each patch while adding increasingly complex game mechanics, such as zero-range bombardment.

By definition, this forum is for brainstorming what we would like the game mechanics to be if Firaxis thought it practical. If we come up with what we think is a great idea, but Firaxis can't implement it, so be it. As such your constant harping on the difficulty of the AI implementation doesn't really serve to encourage the spirit of brainstorming that we're working on.

It's better to come up with as creative ideas as possible, and leave the decision on the practical aspects of implementing it to Firaxis.

 
Pages (3): [ 1   2   3   ]
< 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 0.0621 seconds (93.91% PHP - 6.09% 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