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jkjones is offline jkjones
Settler
Overland Park, KS
Jul 2001
time: 05:16
  Old Post 15-11-2001 23:31
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#31 Report this post to a moderator
Re: The Greatest and largest-scale Civ3 mod yet! THE BALANCER 1.0 Enter the AD-FREE zone

quote:
Originally posted by monkspider
-Oil should now sometimes appear on coastal tiles. They will not be able to be used as a strategic resource because you need to road to it, but it will still give its bonus resources.


How about bringing back the Offshore Platform from Civ2. If you build an offshore platform in a city that has coastal oil, then it can be used as a strategic resource. I like the idea of simulating the Persian Gulf, North Sea or Gulf of Mexico oil fields.

Great work on the Mod!

monkspider is offline monkspider
King
banned
Aug 2001
time: 23:16
  Old Post 16-11-2001 00:20
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Yep, that's all you need mkinser!
I hope to release 1.1 this evening, stay tuned.

Trachmyr is offline Trachmyr
Warlord
The Everglades
May 1999
time: 00:16
  Old Post 16-11-2001 02:50
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#33 Report this post to a moderator
Re: Can this be fixed Full PM-box? Change here!

quote:
Originally posted by Bubba_B
I have come across a problem with my edit to one unit in particular. The mech inf. unit I edited to carry 1 foot unit to make the marines a little more useful and to take advatage of mobile warfare in respects to foot units. With this edit in place my mech inf. will not go on transports. Once I remove the edit the unit works fine, but with the Trans ability at 1 it will not board transports.


Make sure that the "LOAD"/"UNLOAD" actions are enables for the Mech. Infantry.

Bubba_B is offline Bubba_B
Warlord
Ohio
Nov 2001
time: 00:16
  Old Post 16-11-2001 04:28
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#34 Report this post to a moderator
Thanks Trac..... Full PM-box? Change here!

TY for responding Trac

I did toggle both the unload and load options for the mech inf along with various other combinations, but still had no success.

I'm beginning to think its just a design thing (transports can not load on other transports). Oh well, I'll just Mod the worthless Marines to make them more useful.

Again Thanks

P.S. It would be great if someone could get this to work so you could use a ground unit to move large groups of units around in one move.

monkspider is offline monkspider
King
banned
Aug 2001
time: 23:16
  Old Post 16-11-2001 09:08
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#35 Report this post to a moderator
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updated! See the first post! I thank everyone for their wonderful feedback, helping make this mod the best there is!

Etienne is offline Etienne
Settler
Tokyo, Japan
Nov 2001
time: 14:16
  Old Post 16-11-2001 13:14
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Just a quick note.

I just tried a game with this mod pack and I had a little problem. I don't if it was just pure luck but all the oil resource squares were in coastal areas (whole map). I was therefore not able to use any of them.



Has anybody else gotten this problem.

By the way I love all the changes you've made, I was just a little sad when I couldn't use any oil.

Thanks
Etienne

monkspider is offline monkspider
King
banned
Aug 2001
time: 23:16
  Old Post 16-11-2001 21:49
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Hmm, that's NEVER happened for me Etienne and I consider myself to have played with this mod quite a bit. My best guess is that it was simply exceptionally bad luck, but I shall look into things. If anyone else can report this happeneing please do so.

monkspider is offline monkspider
King
banned
Aug 2001
time: 23:16
  Old Post 17-11-2001 06:56
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I am looking forward to posting version 1.3, I think you will find it to be the most innovative mod yet in Civ 3's short history.

Last edited by monkspider on 17-11-2001 at 13:18

monkspider is offline monkspider
King
banned
Aug 2001
time: 23:16
  Old Post 17-11-2001 13:08
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#39 Report this post to a moderator
Avatar Enlargement: We've got the solution

Updated! See initial post!

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
Talking  Old Post 17-11-2001 15:03
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monkspider

here is my mod
feel free to incorporate any, none, or all of the ideas in it that fit with your Mod

_______________________
v1.0
Citizen Changes
*Entertainers now require Ceremonial Burial
*Tax Collecters now generate 2 taxes, requires currency
*Scientists now generate 2 research, require mathematics
_______________________

Building and Wonder Changes
*SAM missile battery now costs 100, added bombard defense of 8
*Police Stations now cost 120, added resistance reduces corruption
*The Pyramids now put a Pharoah's Sunboat in every city on the continant, stats changed to +2 culture instead of +4
*Pharoah's Sunboat cost 80, gives +2 culture, requires the Pyramids for building
*Manhatten Project is now a small wonder
*Mahatten Project stats changed to enables nukes for that civ, -2 culture, causes 1 unhappy citizen in every city, cost 500
*Factory, Manufactoring Plant, Coal Plant, Offshore Platform, Nuclear Plant now causes -1 culture
*Solar Plant now costs 360
________________________

General Settings Changes
*Chance to intercept air mission now 90%
*Chance to intercept stealth mission now 7%
________________________

General Unit Changes
*All civs can now build every general unit
*Swordmen now upgrade to riflemen
*Longbowmen now upgrade to riflemen
*Cavalry now upgrade to tanks
*Frigates now upgrade to ironclads
*Privateers now upgrade to destroyers
*Ironclads now upgrade tp destroyers
*Destroyers now upgrade to Aegis Crusiers

Air Unit Changes
*Fighters stats now 5.4.2 6[1]6 with Blitz
*Bomber stats now 0.3.2 10[4]8 with Blitz
*Jet fighter stats now 10.8.3 12[1]8 with Blitz and Radar, cost 120
*F-15 stats now 10.8.3 14[2]8 with Blitz and Radar, cost 120
*Stealth fighter stats now 0.3.3 15[2]8 with Blitz and Radar
*Stealth Bomber stats now 0.1.3 16[4]8 with Blitz and Radar
*Cruise Missile stats now 0.0.1 18[4]5 cost 50
*Helicopters stats now 0.2.2 6 and can see subs

Naval Unit Changes
*Caravel can now only carry two units, speed increased to 4
*Privateer stats now 2.1.5, exerts a zone of control, costs 50
*Frigate stats now 3(2).3.5
*Man-O-War stats now 4.(3).3.5
*Ironclad stats now 5(4).5.6
*Transport stats now 1.5.6 can now only carry 6 units, cost 90
*Destroyer speed increased to 8, can see subs, cost 100
*Battleship stats now 21(10).15.8
*Carrier stats now 1.10.8 can carry five aircraft cost 200
*Submarine stats now 10.4.6 cost 90
*Nuclear Submarine stats now 6.8.7 can transport 3 tactical nukes, cost 150
*Aegis Cruiser stats now 14(7).12.8

Ground Unit Changes
*Paratrooper stats now 10.8.1 paradrop range is 8, cost 110
*Marine stats now 12.7.1
*Mech Infantry stats now 12.18.3 with Blitz, cost 120
*Radar Artillary stats now 0.0.2 16[3]2 with Blitz

Nuclear Weapon Changes
*Tactical Nukes now cost 150
*ICBMs now cost 300
__________________________

BiggN is offline BiggN
Settler

Nov 2001
time: 07:16
  Old Post 17-11-2001 20:40 Visit BiggN's homepage!
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#41 Report this post to a moderator
Remove this text

Page is down... but with all those changes, i would say its the best mod so far...

GenTomGun is offline GenTomGun
Settler
KY
Nov 2001
time: 23:16
  Old Post 17-11-2001 23:00
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#42 Report this post to a moderator
Trouble Support Apolyton buy from Amazon

Monkspider, I have been following your progression w/your mod and this am when i found out you had another version i was very eager to give it a try.......however...once i installed the mod per your instructions i started having illegal erros messages...after 3500BC....i even uninstalled the game and reinstalled the mod and the game...plus several other mods i use...such as the wonders info mod...snoopy's terrain mod.....the updated resources mod...and yours.....
I have not experienced any crashes at all since i have had civ3 since it came out.....has anyone else experieced any crashes w/the mod or yourself that you can think about???? Any help would be appreciated......
My pc specs is as follows..........Tbird850 win98se 256mb 32geforce2pro sblive any ideas?? i really would like to use your mod...but.........i have restarted at least 10 games and all crash around or little after 3500BC, dont know if that is of any significance.....also....the pics for the wonders you created showup in my civopedia as blank or yellow images...should they be actual pics....maybe i have something somewhere wrong but i dont think so...............anyway please help if ya can or anybody else..........

Wolfshanze is offline Wolfshanze
Chieftain

Nov 2001
time: 23:16
  Old Post 18-11-2001 00:26
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quote:
Originally posted by SnowFire
-Adds a new government, Facisim. A great war-time government

I do not understand the obsession with various mod-makers of adding Fascism in as a government. It's a TERRIBLE government. It should not be great at much of anything. The only reason to stick it in might be to make a generally suboptimal government a human player can change to for giving themselves a challenge.

If you want to run a Fascist government, switch to Despotism, and randomly raze your own towns or otherwise attempt to execute your own citizens. Every turn roll a 10% chance of randomly declaring war on some nation. Sound good?


Snowfire, Iron Chef & Boris are showing a complete lack of understanding of Fascism's impact on the 20th century, and are succumbing themselves to intense "politically correct" propoganda.

Fascism was indeed evil, and was a black spot on the history of mankind... of course, not to say that other forms have not had the same impact... do Snowfire, Iron Chef and Boris all agree that Communism is an effective, wonderful government to have in the game?

Snowfire shows true ignorance of WWII... "randomly" declaring war on other countries? I don't think so. Furthermore, it was England and France who declared war on Germany, not vice-versa. If Fascism was so damn innefective, why did a SINGLE NATION succesfully conqueur Poland, Norway, Denmark, Holland, Belgium, France, Yugoslavia and Greece, while at the same time severely threaten England and occupy half of European Russia? If that's innefective, I don't know what snowfire's mark of effeciancy is!?!?!

As for the German economy, it was dismal before the Fascists took over... German rearmament and government work programs got the German economy going again, much as FDR's programs did in America (which didn't really get out of the depression until the US rearmed).

Now the evil political goals of Fascism can not be debated, but the Fascist infrastructure was competant enough to turn the world on it's side.

Simply because you want to look "politically correct" and pick the "easy target" of pointing blame at Fascism, doesn't mean that it wasn't a viable or important government in the 20th century. Evil... yes... insignificant... certainly not.

Then again, if you all want to be witch hunters, why aren't you all complaining about Communism being included in the game... Stalin murdered some 30 million people... most of them his own Russians... Communism's economy was so crippling, it toppled the Soviet Union and the entire eastern block of nation's economies... yet you all seem to think it's a viable form of government to have in Civ3 (I haven't heard one "*****" complaint of Communism being in Civ3... I guess killing 30 million commies is okay by you folks).

I can't speak for Monkspider's interpretation of Fascism, which I personally think is way too powerful and unbalancing, but I have a more scaled back version of the Original Civ3 Fascist Patch, which clearly places Fascism as a balanced late-game government in Civ3, which is NOT more powerful than Democracy in Peace, and is NOT more powerful than Communism in war... it has advantages and disadvantages, but then again, I don't think a single one of you bothered to check it's statistics before opening your mouths and commenting.

Why you all lash out at having Fascism in the game, but support Despotism and Communism is a wonder to me in and of itself.

If you all want to become the "Civ3 Moral Majority" and start enforcing your views of what is right and wrong to have in Civ3 by YOUR standards, I think you should at least be fair enough to remove anything objectional... first, perhaps besides attacking having Fascist Patches, you should broaden your scope to include Communism... which was indeed very naughty... then you should remove Despotism too... oh, and that Roman Republic enslaved people too... speaking of slaves, what about American Democracy... well, scratch that goverment... how about the inquisition and Crusades, and a number of other attrocities countless to mention over the centuries? Well, let's get rid of Monarchies.... hmmm... no more governments left... why are nukes in the game? Can't have those either... they kill people... speaking about killing people... let's get rid of all those military units... don't they cause death and destruction.... hmmm... down to settlers and workers... I'm sure you can find something wrong with them too.... why not start having massive Civ3 burning rallies in the street... you who are so just and so righteous should be proud to uphold the morals of the community!

Last edited by Wolfshanze on 18-11-2001 at 00:33

sgrig is offline sgrig
Warlord
Isaac Newton's College
Nov 2001
time: 05:16
  Old Post 18-11-2001 04:42
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#44 Report this post to a moderator
Help yourself to an AD-FREE life

I was trying to download v1.3 of the mod but Geocities says its unvailable!

Please help!

GenTomGun is offline GenTomGun
Settler
KY
Nov 2001
time: 23:16
  Old Post 18-11-2001 10:06
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#45 Report this post to a moderator
Monkspider Support Apolyton, buy Civilization: The Boardgame

See my previous post.....i had trouble w/your mod...causeing error messages after playing for a few turns.....well i think i have narrowed it down to the problem....you may want to take a look at it........it seems the problems is coming from one of the other mods that i use........along w/yours.........................here is the list of mods i use w/yours..................1)updated resource mod 2)snoopy's terrain mod 3)wonder civpedia update...
i reinstalled civ3 and installed your mod on to it from the start and i played from----the begin upto 1300 ad w/o one crash.....the last time it would crash roughly after about 10-15 turns...and i used pratically the same map and set up etc...............so i believe that one of the other mods is causing a problem.........
im going to load one at a time and see if i can figure out the culprit because those other 3 mods are very nice and in my bood a must have right now for civ3----so hopefully it can be narrowed down to which one is coausing the crash and fixed............
has anyone else experienced this crash using balancer 1.1 and the other 3 mods i mentinoed above?

anyway rambled on............thought i would let you know about this/..........

Harlan is offline Harlan
Civ3 Scenario Haven Admin
Berkeley, CA, USA
Aug 2005
time: 21:16
  Old Post 19-11-2001 00:19
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Hi,
I haven't tried your mod yet, but it looks promising. However, I really don't like the following section:

General Unit Changes
*Swordmen now upgrade to riflemen
*Longbowmen now upgrade to riflemen
*Cavalry now upgrade to tanks
*Frigates now upgrade to ironclads
*Privateers now upgrade to destroyers
*Ironclads now upgrade tp destroyers
*Destroyers now upgrade to Aegis Crusiers

These things are completely different, and should not be upgradable! Sorry, but having a wooden ship for instance is completely useless in making a metal one - you need to start over. Having development lines stop occasionally adds strategy to the game - should you build a Cavalry when you know its the end of the line? Everything being upgradable makes things too easy and takes all the thinking out.

Asesino_Virtual is offline Asesino_Virtual
Warlord
Buenos Aires, Argentina
Jun 2001
time: 02:16
  Old Post 19-11-2001 00:56
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#47 Report this post to a moderator
Troubles. Get a bigger avatar today!

Hey, Monkspider, Im having the same problems than GemTomGun.
When clicking in a squatter for producing it, the game crashes.

monkspider is offline monkspider
King
banned
Aug 2001
time: 23:16
  Old Post 19-11-2001 01:11
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#48 Report this post to a moderator
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How curious!
Let me check into this immediately, I think I know what the problem might be. I played a whole game as an expansionist civ with no problems.
I am assuming you guys extracted all the files to all the right places too, right?

Last edited by monkspider on 19-11-2001 at 01:19

monkspider is offline monkspider
King
banned
Aug 2001
time: 23:16
  Old Post 19-11-2001 01:16
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Hey Harlan,
Sorry for the mixup, but those changes that you dislike are actually not part of the mod. They were suggested by a member of our community but I have not implemented them into any version of my mod.

monkspider is offline monkspider
King
banned
Aug 2001
time: 23:16
  Old Post 19-11-2001 01:31
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#50 Report this post to a moderator
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Okay guys, get a slightly updated version here

http://www.geocities.com/monkspider/BALANCER131.zip

and make sure you follow the instructions in the readme, that should work things out for you.
I don't know if this will work for you Gentom, as there may be some kind of incompatibility between our three mods, but if you have any more questions, please let me know!

Asesino_Virtual is offline Asesino_Virtual
Warlord
Buenos Aires, Argentina
Jun 2001
time: 02:16
  Old Post 19-11-2001 03:24
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#51 Report this post to a moderator
I got the clue. Tired of ads?

Monk, the game still crashes when i pick the squatter. But now i KNOW whats the problem: im playing with No-Civ-Specifics abilities option.
When the civs specific stuff is off, i get the squatter anyway. And that origins the bug.

Check it. I hate the civ specific stuff, not the abilities, just the special units. Is there a way to get rid of the special units??... mmmh, perhaps playing with the editor?

WesW is offline WesW
CTP1/2 Modification Site Admin
Florence, Al., USA
Jan 1970
time: 23:16
  Old Post 19-11-2001 04:53 Visit WesW's homepage!
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#52 Report this post to a moderator
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I am allowing civ-specific abilities, and I am getting the crashes too, right about the time a Squatter would first be produced.
Perhaps you could put out a version without the new unit until you get the bugs worked out?
I really like all the changes so far. The Squatter is one addition that could be most easily left out. The AIs are filling up my maps extremely fast with normal settlers.

Elucidus is offline Elucidus
Prince
USA
Mar 2000
time: 23:16
  Old Post 19-11-2001 05:08 Visit Elucidus's homepage!
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Copy the settler folder in the Art/units folder. Name the new settler folder Squatter. Also name the ini file inside the folder to squatter. It's what I did and it fixed it. Of course I renamed it to colonist, but that's just me. Also renamed the scout to pioneer.

Elucidus is offline Elucidus
Prince
USA
Mar 2000
time: 23:16
  Old Post 19-11-2001 06:12 Visit Elucidus's homepage!
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#54 Report this post to a moderator
Enter the AD-FREE zone

I liked most of what you did. And believe me the changes I made to it are just what I prefer, not a knock on you or your ideas. Also, some of these are changes I made beforehand. So here is what I did, in case someone cares:

Renamed the Scout to Pioneer (something I did before)
Renamed the Radar Artilery to MLRS (same as above)
Renamed the Squatter to Colonist (I was gonna use pioneer, but I already did)

Changed clear jungle from 10 to 12 turns; it should take at least a little longer to clear jungle than to clear forest

Clear forest now gives 15 shield (a nice compromise) 10 seemed too little and 20 too much

Changed Fortress to give 75% Def and Fortification to give 33%

Mountain gives an extra shield now 0 2 0

World sizes are all +1; 16 civs max in all; +25% max cities per size

Tiny is 80x80; distance 10; max cities 15; tech rate 100
Small is 100x100; distance 12; max cities 20; tech rate 120
Standard is 140x140; distance 16; max cities 30; tech rate 160
Large is 180x180; distance 20; max cities 40; tech rate 200
Huge is 255x255; distance 25; max cities 52; tech rate 240


City Sizes increased. 7 and 14 (instead of 6 and 12)

I removed the infantry and mech. infantry's ability to make roads and clear forests/jungles. They can still build forts, however.

Great Wall, no longer doubles city defense, however it gives city walls to all continetal cities, and doesn't expire; afterall city walls don't expire.

Well those are my thoughts. I made other changes, but can't remember anymore. Happy gaming.

monkspider is offline monkspider
King
banned
Aug 2001
time: 23:16
  Old Post 19-11-2001 06:41
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Got spare money?

Hey, thanks for tracking that down for me Elucidus, i'll update the download with the nesscarry missing files.

Elucidus is offline Elucidus
Prince
USA
Mar 2000
time: 23:16
  Old Post 19-11-2001 06:47 Visit Elucidus's homepage!
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No problem buddy. Glad to help.

monkspider is offline monkspider
King
banned
Aug 2001
time: 23:16
  Old Post 19-11-2001 07:02
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#57 Report this post to a moderator
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I should have realized that I needed to include the unit files in the patch, but i figured since I was using the copy tool the game would simply know to use the settler animations.
Silly me!
I will rename the Squatter unit to Colonist in the next major update in homage.

Elucidus is offline Elucidus
Prince
USA
Mar 2000
time: 23:16
  Old Post 19-11-2001 07:11 Visit Elucidus's homepage!
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I'm just glad someone like you is around to do such mods. If it weren't for someone like you and Snoopy (graphics-guy), I'd either have to do this myself or live with it the way it was. Well, thanks to everyone who keeps adding things. I put 'em all together in one zip file, just so it's easier to restore later.
Thanks again.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:16
  Old Post 19-11-2001 10:10
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quote:
Hi,
I haven't tried your mod yet, but it looks promising. However, I really don't like the following section:

General Unit Changes
*Swordmen now upgrade to riflemen
*Longbowmen now upgrade to riflemen
*Cavalry now upgrade to tanks
*Frigates now upgrade to ironclads
*Privateers now upgrade to destroyers
*Ironclads now upgrade tp destroyers
*Destroyers now upgrade to Aegis Crusiers

These things are completely different, and should not be upgradable! Sorry, but having a wooden ship for instance is completely useless in making a metal one - you need to start over. Having development lines stop occasionally adds strategy to the game - should you build a Cavalry when you know its the end of the line? Everything being upgradable makes things too easy and takes all the thinking out


Harlan those ideas are part of my mod...and the reason for those changes are simple

Civs should never build a warrior unit in the modern era, since warriors eventually upgrade to longbowmen that means often times in the late game some of my cities with a production of over 100 shields per turn will put a warrior in the build queue, and there is really no plausiable argument for a modern day civ arming a couple of people with clubs and axes

if you argue that it is a partisan/peasant army/resistance/ force then it is already covered in civ by city resistance
if you argue that is a quickly assembled group then that too is already covered by conscription

also they did upgrade the US cavalry to tanks

quote:
The cavalry was due many changes in the 20th century. It fought WWI with its horses and dismounted infantry tactics. However, in the 1930s, the cavalry began its transition from horse to armored vehicles, better known as the tank, although one more unit would fight on horseback in WWII, 26th Cavalry in the Philippines. The army eventually turned the 26th into a mechanized fighting unit, but they still fought bravely.


source found here

Elucidus is offline Elucidus
Prince
USA
Mar 2000
time: 23:16
  Old Post 19-11-2001 10:24 Visit Elucidus's homepage!
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#60 Report this post to a moderator
Get a bigger avatar today!

Korn,

I agree with you to a point.

Swordsmen, Longbowmen, and Cavalry, I think, should upgrade to Riflemen in my opinion. As it is merely arming them with different weapons. Frigates and ironclads, however, should not be able to upgrade. I thought about this, and I think there should very well be a way to obsolete these units, but since there isn't I understand your reasoning.

I just couldn't rationalize it and therefore decided to take that out.


Edit: Typo

 
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