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MrBaggins
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Optional ZOC's in CTP.
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Plotinus
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I'd like to see some units having Civ1 zones of control, which were quite powerful and interesting - although too annoying to allow to every unit.
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lajzar
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Japan
Jun 2003 time: 14:33
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fyi, I believe SMAC used civ2 rules regarding zoc. The spy ability in smac included a "ignores zoc" flag.
An important point to bear in mind when planning zoc and ranges in general is the actual scale of civ. on a 100x100 map, a tile is 180 km (112 miles) across. On a 256x256 gigamap, each tile is 70 km (44 miles) across.
So, I would say that zoc of control similar to civ1/2 should exist. It should have a maximum range of 1 for any unit. However, some units (guerillas, spies, etc) ignore zoc. Also, not every unit will exert a zoc. Briefly:
* Sea units only exert a zoc on sea tiles.
* Only sea units with missiles (ie circa 1960s tech onwards) exert a zoc.
* Any sea unit in battle can always retreat (unless it started the battle with more that 1 hit point) unless in a zoc or on a coast tile. This reflects the historical reality of trying to force battle on the high seas.
* Air units never exert a zoc.
* Land units without ranged weapons never exert a zoc, regardless of anything written below.
* Artillery that requires assembly in field does not exert a zoc.
* Land units which have fast movement may have a zoc.
* Land units with ranges over 1000 yards (essentially riflemen upwards) may exert a zoc.
"Exerts zoc" is a flag that is set for each unit, not enforced by the rough guidelines above.
"Ignores zoc" is a flag that is set for each unit, not enforced by the rough guidelines above.
Any unit with a ranged weapon should get a first strike ability if directly attacked, civ3 style.
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eta: An additional thought.
Except or some units that have a really long range/speed combo, perhaps land units should only exert a zoc if fortified. Fortification in this context represents not only being dug into their main position, but also actively patrolling the surrounding areas. However, modern tanks are the only unit so far that seems to fit this category. It seems excessive programming for a single unit.
Last edited by lajzar on 11-02-2004 at 10:27
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:33
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Hmmm, I do like the ZoC system in Civ3, 'cause I often felt that Civ2 ZoC was fine for 'War Game' scales, but was not truly accurate at the scale represented in Civ! I do think that units in forts should be able to exert a Civ1/2 ZoC when stationed in forts, though, and also feel that fast moving units should be able to 'intercept' units that get within X squares of them!
Yours,
The_Aussie_Lurker.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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quote: Originally posted by The_Aussie_Lurker
Hmmm, I do like the ZoC system in Civ3, 'cause I often felt that Civ2 ZoC was fine for 'War Game' scales, but was not truly accurate at the scale represented in Civ! I do think that units in forts should be able to exert a Civ1/2 ZoC when stationed in forts, though, . |
I agree with this
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