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Zachriel
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U.S.A.
Dec 2001 time: 00:16
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quote: Originally posted by vmxa1
Well I am sorry I must not have been very clear Zac. If you read what I said, it is not that I never except or expect a bad roll, only that it should more in line with expectations. Since I have played at legal poker clubs for 30 years, I have yet to see a 1 in 13 shot come in 8 times in a row (inside straight no joker), in fact I count on the fools that draw to them to make money as they not only do not have a winning play they fail to see that the times it works, it does not pay enough. So I am saying make it smoother with FP so it does not happen more than a reasonable amount of time. |
Yes, bet on the tank!
I have never seen someone fill eight inside straights in a row, nor a spearman beat eight straight tanks, either. A Veteran Tank v. Veteran Spearman, fortified, on a hill, in a city, across a river, is about the same as drawing to that inside straight. So expect to lose one every once in a while. A Veteran Tank v. a Veteran Spearman will win 99% of the time in the open. So expect to lose one once in a great while.
Civulator
http://www.columbia.edu/~sdc2002/civulator.html
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Wolfgod
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Terra, top half, smaller landmass, central.
Nov 2001 time: 23:16
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I'd like to surface and suggest an alternate plan for Cruise missiles - remove them from the game as a unit. Just increase the bombard range (but not strength) of the Nuke Sub and/or Aegis Cruiser. This way, we get cruise missile capability without having to build, transport, and otherwise mess with the little things.
Wolfgod.
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dovlvn
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oh and by the way if we are into misslies make the nukes just like in smac diplomatically more hazerdous.with such a low penalty for an a-war you'll have all mod warefare done by them (unlike the real world...) oh and make polution from a-bomb or nuck plant melt down harder or impossible to remove(like its in chernoble) to make it even less likely (or every mutliplayer when it'll come will end like on the beach)
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barefootbadass
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quote: Originally posted by dovlvn
oh and by the way if we are into misslies make the nukes just like in smac diplomatically more hazerdous.with such a low penalty for an a-war you'll have all mod warefare done by them (unlike the real world...) oh and make polution from a-bomb or nuck plant melt down harder or impossible to remove(like its in chernoble) to make it even less likely (or every mutliplayer when it'll come will end like on the beach) |
?? Whenever I use a nuke, everyone(including those who I have MPPs and good relations with) but the wimpy 1 city island state declares war on me immediately, it causes a load of pollution, destroys improvements, I think it has even changed terrain immediately, not to mention the changes that would occur from increased chance of global warming. I'm not even going to touch them unless I'm desperate in a game or someone else fires first.
Also, I have yet to see the ai use them first.
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JohnE
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Buffalo, NY
Nov 2001 time: 00:16
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quote: Originally posted by Encomium
Bombers can't sink surface ships?? Did Sid miss Pearl Harbor?? How absurd. I changed all bomber values in the Editor to allow them to attack.
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How did you accomplish this? I couldn't figure out how to do this in the editor.
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Windwalker
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quote: Originally posted by barefootbadass
?? Whenever I use a nuke, everyone(including those who I have MPPs and good relations with) but the wimpy 1 city island state declares war on me immediately, it causes a load of pollution, destroys improvements, I think it has even changed terrain immediately, not to mention the changes that would occur from increased chance of global warming. I'm not even going to touch them unless I'm desperate in a game or someone else fires first.
Also, I have yet to see the ai use them first. |
I've found that by the time nukes come into play, the game is pretty much decided... Just curious... Will a nuke kill a spaceship in the capitol city? If so, that would be a pretty good use for them...
- Windwalker
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Egyptian
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California - The Promised Land
Feb 2002 time: 05:16
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After playing many civilizations, I now always play Egypt. Their downfall is definately their UU. It is basically pointless. Unless I am engaged in a very early war, and without horsemen, I never build War Chariots. The lame UU puts me at a disadvantage in warfare, unless I am able to stay ahead of the AI in tech, which I am usually able to do. I think the war chariot should be 3/1/2 or 2/2/2. A better UU would make the Egyptians awesome.
Also, musketmen are pointless for the French. The Babs, Greeks, Aztecs and Iroquois have the best UUs.
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player1
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Belgrade, YU
Sep 2001 time: 06:16
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quote: Originally posted by Egyptian
After playing many civilizations, I now always play Egypt. Their downfall is definately their UU. It is basically pointless. Unless I am engaged in a very early war, and without horsemen, I never build War Chariots. The lame UU puts me at a disadvantage in warfare, unless I am able to stay ahead of the AI in tech, which I am usually able to do. I think the war chariot should be 3/1/2 or 2/2/2. A better UU would make the Egyptians awesome.
Also, musketmen are pointless for the French. The Babs, Greeks, Aztecs and Iroquois have the best UUs. |
Chep Horsemen == War Chariot
IT'S NOT POINTLESS.
IT'S GREAT.
P.S.
The only problem is that after patch (1.17f) War Chariots upgrade to Horsemen.
So, if you discover Horseback riding you are unable to make War Chariots anymore.
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kilane royalist
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Lowell MA
Feb 2002 time: 05:16
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The long running argument on spearmen versus tanks has gotten silly. The truth is that the best way to reflect the historical effect of lightly armed against mechanised is with some mechanism to reflect "guerilla warfare". I can't think of any example of lightly armed people holding off tanks for any length of time when the tanks are advancing - that is what tanks do. However, there are many occurances of tanks getting bogged down and sabotaged by guerilla warfare. The same could be said of airplanes. There are times when I would sacrifice a cheap unit to keep some planes on the ground for a turn. No question about it.
While I'm not going to speculate on what these mechanisms might be like, some obvious thoughts that come to mind would be the ability to sacrifice a cheap unit to prevent another unit from moving for a turn, and perhaps do some trivial damage. This would reflect the reality of sabotage missions - they are suicide for the partisan, but can be worth it if they save real infantry divisions the hell of being rolled over by tanks, or damage a unit that can't easily be repaired while on the campaign.
But in any event, the light unit should be pushing up grass afterward.
"Plow them under at Austerlitz -
Plow them under and let me work.
I am the grass, I cover all"
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Encomium
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quote: Originally posted by Jerry Sindle
The idea of having obsolete just "disappear" requires rethinking.
Italy invaded Ethiopia in 1939??. The Italians had tanks and infantry and airpower. The Ethiopians had riflemen and spearmen. The Ethiopian Army fought bravely, lost as expected, and earned the respect of the world.
The Polish Army in 1939 stood up to German Panzers with calvery.
History is replete with examples of less-modern nations (civs) fighting (and losing) with obselete units.
You've never seen headlines like "Ethiopian Army declares itself obsolete and disbands - Italy invades against no opposition!" Think of the uproar on these pages that that would cause. Thousands of we part-time players would throw our games away in disgust. "I was truckin' right along and then I discovered Electricity and my army disappeared! This game sucks!"
That would leave Fireaxis to sell its later games to the fifty or so of you guys who are very good at this game. (with the attendant hit in its profit margin).
Stated another way - having obsolete units "just disappear" would dramatically and negatively affect playability.
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No offense, but your history is as bad as your spelling.
First it is "cavalry", not "calvery".
The Poles in 1939 did not attack the Germans with cavalry. Their army was primary infantry with a small number of obsolete tanks. The cavalry they did have was trained in using anti-tank weapons and fighting on foot. The Germans were just too modern in weapons and tactics. So drop that old baloney about the Poles and cavalry in 1939.
The Ethiopian Army against Italy had spears ONLY for ceremonies. They were using obsolescent World War One era weapons including older rifles, some machine guns, and a little artillery. The Italians won ONLY because of their widespread use of the horrible mustard gas on Ethiopians with no defense against it.
But you're right about obsolete units, whenever they do occur, disappearing. They get upgraded.
The solution to the Age problem is to increase certain units' strengths so that there is a bigger difference between units from different Ages. For instance, add two points to a musketman's attack value and three to his defense value. That will end any attacks by swordsmen, or any failure of musketmen to successfully attack spearmen. Adjust other units accordingly, such as frigates gain two points each, ironclads four more, destroyers six more, and the like. You won't see many more ironclads sinking when attacking frigates.
BTW, we need a lot more units (and techs and advances) in Civ III.
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Zachriel
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U.S.A.
Dec 2001 time: 00:16
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quote: Originally posted by Encomium
No offense, but your history is as bad as your spelling. . . . That will end any attacks by swordsmen, or any failure of musketmen to successfully attack spearmen. . . . BTW, we need a lot more units (and techs and advances) in Civ III. |
Fact is, musketry did not obsolete the sword. Britannica states:
The changes in warfare associated with the introduction of firearms did not eliminate the sword but rather proliferated its types. The discarding of body armour made it necessary for the swordsman to be able to parry with his weapon, and the thrust-and-parry rapier came into use. . . .
The introduction of repeating firearms virtually ended the value of the sword as a military weapon, though isolated instances of its use continued in 20th-century wars.
Feel free to adjust the values in the editor, but any change which makes muskets invincible against sword would be fanciful.
Last edited by Zachriel on 27-02-2002 at 17:55
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Tarquelne
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quote: Originally posted by Jeffrey Morris FIRAXIS
What are your thoughts on the units, per era?
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So numerous I don't feel like explaining them all. 
I've tweaked, I believe, almost every unit in the game. Hmm... come to think of it, my first round of tweaks were _all_ implimented by Firaxis in the first patch. Hey, Firaxis, how about I just send you my tweaks, and save you some time. 
quote:
Any favorite combined arms strategies or exploits? |
I think it'd be nifty if (as I saw someone already suggest) armies got special "combined arms" bonuses based on the type of units placed within them. (I'm not sure if you can currently really use "combined arms" in Civ3, since you can only move 1 unit at a time. I think of "combined arms" as something more sophisticated that using bombard units to bombard, high-def. units to defend, and high-atk./fast units to attack.)
quote: How potent do you find the unique units versus their era peers? |
Well, depends on the unit. As I'm sure Firaxis knows, the lower the origional non-UU stat, the bigger the effect of a UU's +1 is going to be. So, the +1 for Mounted Warriors or Hopolites is a pretty big deal. On the whole, I'd like to see the later UU's made more potent, the earlier ones a bit less powerfull... I don't suppose a straight +25% in the combat results would be possible? Rather than a bonus to a combat stat?
Muskateers: I gave 'em a +1 to move, and kept the (rather useless) +1 to attack. (The 3 attack is nice against injured cavalry, though.) I always pictured "musketeers" on horses, anyway.
Elephants: Are you _sure_ they should be a Med., not an Ancient unit? From what I've read the ancients thought elephants were pretty cool as cavalry ("So big, so gray! Such long noses!") by the Med. era the Indians, at least, had figured out that horses were much to be prefered. I moved Elephants to the ancient era (with appropriate adustments to cost) and made them 3/1/1 (the MW's were bumped to 2/2/2)). This also removed the "glut" of of Med. Knight varients.
MoW: Given the relatively unimportant role of naval units I thought a naval-UU should be really special. I made the MoW more expenisve, but much nastier.
F-15: What, increased FP and bombard, isn't it? I still don't think it's enough, because the bombard _still_ isn't high enough to reliably damage anything. (It's a pain to send multiple f15's on bombard missions "just in case" they get a little lucky and score a hit.) I don't know what you could do about it, though, without horning in too much on the bomber's role.
What I'd be most happy with is: F15 removed as the special unit, replaced either by an UU Stealth Bomber or (since the SB comes so late), the B17 (or whichever "flying fortress" was deployed in the greatest numbers) as the US UU.
An addition I'd like to see: A way to set maintenance costs individually for each unit. Maybe a check box for x2 cost or x3 cost?
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Coracle
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quote: Originally posted by Jeffrey Morris FIRAXIS
What are your thoughts on the units, per era? Any favorite combined arms strategies or exploits? Any upgrade holes? How potent do you find the unique units versus their era peers?
Thanks.
Jeff |
I think the unit strengths and capabilities that came with the original crappy mod are terrible, stupid, and non-historical.
I edited all of them long ago.
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