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Arrian
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Kneel before Grog!
Jul 2001 time: 00:16
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vmxa1,
I was looking at the PtW unit stats as posted on CivFanatics. Perhaps they're wrong w/respect to the Sipahi. 7/3/3 would be better, of course. Still pretty hardcore.
EDIT: Sipahi is listed as 8/3/3 at CFC, 100 shield cost. That would be +20 shields from a standard cav. If it's 7/3/3 it's no big deal. If it really is 8/3/3, despite the increased shield cost, it's essentially unstoppable (by the AI at least) until replaceable parts.
I also checked further on the Arab UU, and CFC has it listed as 4/2/3, 60 shields. IIRC, the standard knight is 70, so the Arab unit is a cheaper, faster, weaker-on-D knight. A Rider with -1 defense.
-Arrian
Last edited by Arrian on 05-11-2002 at 00:03
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Jaguar
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Montgomery County, MD
Apr 2000 time: 00:16
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Gallic swordsmen are awesome because they don't die easily. They can defend against archers, attack, and retreat. The Celts are Militaristic so they start or become vet quickly. You don't have many of them, but you know each on personally. In my first game with the Celts, (deity) I built only 10 total. 5 became elite (all 5 started as vets from cheap barracks,) 3 of those elites produced GLs, 2 were lost (they were only regulars. One went down to a vet spear, the other to a reg pike) Of the last 3, they were all vet. 2 of them became vet, one was produced vet. I won by conquering during Musketeer time. (GS never attacked cities with Muskets. Just those longbowman that the AI sends out randomly. However the GS did 60% of the conquering)
But despite how fun they are, Gallic Swords are not overpowered because the MW is only 60% cost and nearly as good.
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Nor Me
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think nuclear war.
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MPatton
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Houston,TX
Mar 2003 time: 05:16
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I found another way to attack if your enemy defense gets to much. Use your best defense unit and some bombard units. The defense unit protects the bombard units and the bombard units go to town on your enemy. Besides it makes the city smaller which gets rid of that modifier. And if you have a highly cultural enemy. Then when you take it over they will be less resistant. probably the most annoying thing is cities over throwing your govenor. So always set it so I must press a button before letting the AI play and I save before I press the button. Then revolt comes I reload and move all units out of city and retake
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eismuli
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berlin
Mar 2003 time: 06:16
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IMO marines and paras are underpowered. they should have a better defense value because when you get mech inf. it replaces normal infantry. and now you have no good defenders to move with the helicopter. (unless you "save" some inf.) also there should be the pick up in field option for helicopters for they are the most important modern transport(in reality). at least in friendly, neutral or controlled land (no units in the next squares).
and why can you load b2 bombres onto carriers???
Last edited by eismuli on 22-03-2003 at 00:47
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TriMiro
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quote: nd why can you load b2 bombres onto carriers??? |
Well B2's are too heavy to load into a Carier. They cannot possibly fly off such a short runway.
I think that there should be some smaller aircrafts that will load on an Carier. They should also have less range and less attack.
Right now loading regular Bombers is just too powerful. With just a couple of them you can almost rase a city. Also there should be mobile Anti Aircraft unit(s).
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TriMiro
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quote: I agree with you on mobile anti aircraft. and IMO ships (at least Aegis cruiser) should be able to defend them selfs against aircraft. and also you should have the oppertunity to launch cruise missile from ships. |
If you think about it, that was how things worked in Civ2. AESIC had double defence against missiles and aircrafts. This made it the unit with largest air - defence.
Also the cruse missiles could be launched from carierrs and submarines. ( i never tryed battleships ).
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inca911
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St. Paul, MN
Jan 2000 time: 05:16
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OK, that was a lot of reading but here I am at the end of this thread with my one primary request (and a couple minor ones):
Please fix the unit micromanagement issues.
1. Player upgrading: Currently, I have to spend 10 minutes moving units into cities to upgrade them and then move them back to their field posts, even when I have railroads! How about we allow the field upgrade of any units connected to a city (with barracks, of course) via railroad? I say “railroad” and not “road” because of the infinite movement difference. This would include units stationed inside cities without barracks, but connected to cities with barracks via rails. Game quality will not be affected by this change but I guarantee that all Civ players here will be ecstatic! Very few software QA issues, coupled with the inability of this proposed change to affect game play should mean a high priority for this fix.
2. Pollution Cleanup: I think many Civ players here view pollution as a greater enemy than the AI. I frequently must manually change worker priority to clean pollution, even when I have 50+ workers! There should be a priority assignment for worker actions so that all Shift-A automated workers move to clear pollution first, and then do everything else. Again, a localized change in code with no game play effects that saves much hassle for the players is always a good thing! The AI could utilize workers much more efficiently, but does a good job overall.
3. Railroads: At the discovery of railroads, the AI should prioritize the connection of all cities via railroads above individual tile improvements. The increased movement efficiency for the civ is a huge benefit for both the player and the AI civs. Certainly the AI should intelligently assess which tile path requires the least effort to connect cities and progress accordingly. Again, this also saves the player from having to come off of automated workers and manually build a rail system before switching back to automation.
Some other unit-related issues:
A. As stated by others, the AI needs to learn to upgrade more efficiently. 20 warriors are not better than 10 swordsmen, but sometimes the AI’s behavior makes me believe that it thinks that way.
B. Early game, the lesser power of armies makes use of a Leader for army-buliding much less efficient that using the Leader for a wonder/FP. Perhaps one could also build an army by using only elite units? This would use up those units and make them non-Leader eligible, while at the same time giving the player something to work with. I’d like to have armies as an earlier option in the game or have another way to produce them. It’s great when you can finally just build an Army without a Leader and perhaps I just don’t follow the rationale as to why this is a bad idea early in the game.
Thanks for a great game!
Last edited by inca911 on 16-05-2003 at 23:13
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