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=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 09-05-2002 13:51
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Cavalry and their movement of 3! Support Apolyton, buy Call to Power 2

Hi folks, i would like to hear people's views on this..

Do people reckon that the movement of 3 is too high? It currently allows them to do an awful lot on their turns, moving in and pillaging an area of land and moving out again for example. Currently i have them and cossacks with a movement of 2, but was interested to find out more what others think of this...

I did consider making normal cavalry 6,4,2 (att, def, move) instead of 6,3,3.

Then Cossacks would be adjusted to 6,4,3.

??

I-iZ-1337 is offline I-iZ-1337
Chieftain

May 2002
time: 05:19
  Old Post 09-05-2002 13:57
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Perhapz, but d00d j00 cant forget it makez them uzeful over a long periodz of time, right upz t00 infantry, juzt like in r33l life. Cavalry roxx d00d!!

senor_paul is offline senor_paul
Settler
York, Uk
Jan 2002
time: 05:19
  Old Post 09-05-2002 14:15
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Hmmm, I-iZ that didn't make any sense to me at all....
But on the subject, I agree that cavalry movement of 3 is a bit too much. Don't Knights have a movement of 2? I can't believe that horse breeding techniques improved that much.... However, I don't like the idea of improving their defensive value, as cavalry were never much use in defence.

I-iZ-1337 is offline I-iZ-1337
Chieftain

May 2002
time: 05:19
  Old Post 09-05-2002 14:18
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Ahhh... j00 not 1337 yet ey?

But d00d, rememba cavalr33z carr33 lez hevy equipment than knightz d00... so they might juzt go fasta.

Patashu is offline Patashu
Warlord
The mechanical dragon
Feb 2002
time: 15:19
  Old Post 09-05-2002 14:34
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quote:
Originally posted by I-iZ-1337
Ahhh... j00 not 1337 yet ey?

*coughs*
1 4/\/\ 13373|2 +|-|3|\| j00. 1ph j00 |)0 |\|0+ 4g|233, +|-|3|\| j00 4|23 \/\/0|2+|-|y 0ph |331|\|g +0$$43|) 1|\|+0 4 |2u|3|31$|-| |31|\|.
*coughs*
first to translate gets a free cookie

I-iZ-1337 is offline I-iZ-1337
Chieftain

May 2002
time: 05:19
  Old Post 09-05-2002 14:38
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I duz not dezerve t00 be in a bin d00d... I iz a 1337 civ2 vet!

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:19
  Old Post 09-05-2002 14:44
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|)0|\|+ f33d |)4 +|20|_|_.

I-iZ-1337 is offline I-iZ-1337
Chieftain

May 2002
time: 05:19
  Old Post 09-05-2002 14:46
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Inflate your Upload Space

Wot iz a troll d00d?

senor_paul is offline senor_paul
Settler
York, Uk
Jan 2002
time: 05:19
  Old Post 09-05-2002 14:46
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Well, its far too early in the morning for this kind of stuff for me.
Still, with reference to your point Patashu, consider it translated and understood: I totally agree, and I think the whole world should follow your example.

Flanker is offline Flanker
Warlord
Sala, Sweden
Mar 2002
time: 06:19
  Old Post 09-05-2002 15:21
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Still nobody has answered the question... My advice is - if you don´t like it, edit it. Some do, some don´t. I must say that land units movement are quite OK for me, but I´ve done some serious changes to the naval units.

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 09-05-2002 15:33
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yes i know i can edit it if i want, my point with this thread is to ask for suggestions, advice and preferably a lot less 1337 crap...

what did you do to your naval units then?

so far i have my cavalry set to 6,3,2 but am considering other options you see.. such as 6,4,2 or back to 6,3,3!

Last edited by =DrJambo= on 09-05-2002 at 15:42

I-iZ-1337 is offline I-iZ-1337
Chieftain

May 2002
time: 05:19
  Old Post 09-05-2002 15:35
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I anzwered the queztion in my first post on thiz thred d00d. I iz 1337.

Akka is offline Akka
Prince
In front of my computer.
Nov 2001
time: 06:19
  Old Post 09-05-2002 15:55
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I guess someone is about to enjoy the life of Mingapulco soon.

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:19
  Old Post 09-05-2002 15:57 Visit Inverse Icarus's homepage!
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quote:
Originally posted by Patashu

*coughs*
1 4/\/\ 13373|2 +|-|3|\| j00. 1ph j00 |)0 |\|0+ 4g|233, +|-|3|\| j00 4|23 \/\/0|2+|-|y 0ph |331|\|g +0$$43|) 1|\|+0 4 |2u|3|31$|-| |31|\|.
*coughs*
first to translate gets a free cookie


i am leeter then you. if you do not agree then you are worthy of being tossaed (tossed?) into a rubbush bin.

give me a fawking cookie teh r33t.

I-iZ-1337 is offline I-iZ-1337
Chieftain

May 2002
time: 05:19
  Old Post 09-05-2002 16:10
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quote:
Originally posted by Akka le Vil
I guess someone is about to enjoy the life of Mingapulco soon.


What r j00 d00dz talking about?

Patashu is offline Patashu
Warlord
The mechanical dragon
Feb 2002
time: 15:19
  Old Post 09-05-2002 16:10
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here it is

Attachment: cookie.jpg
This has been downloaded 281 time(s).

=DrJambo= is offline =DrJambo=
Warlord
Athens of the North
Jan 2002
time: 05:19
  Old Post 09-05-2002 16:16
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SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:19
  Old Post 09-05-2002 16:29
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I edited my game after the first time I faced Chinese riders with mech inf and tanks. Three movement was just too much so I adjusted all mounted units to two MP. Strangely, with 1.21 I use the default 3 MP and I dont really care anymore since I have now changed my combat technique.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:19
  Old Post 09-05-2002 17:42 Visit Trip's homepage!
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#19 Report this post to a moderator
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I think Cav should stay at movement 3. But that's just me.

Flanker is offline Flanker
Warlord
Sala, Sweden
Mar 2002
time: 06:19
  Old Post 09-05-2002 20:00
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quote:
Originally posted by =DrJambo=
yes i know i can edit it if i want, my point with this thread is to ask for suggestions, advice and preferably a lot less 1337 crap...

what did you do to your naval units then?

so far i have my cavalry set to 6,3,2 but am considering other options you see.. such as 6,4,2 or back to 6,3,3!


Sure, you´re right, and my advice is to keep the cavalry as it is. But since you posted this thread I assume you weren´t really satisfied with that? So why not just try to make 'em the way you want? Just a little playtesting...
I made my naval units faster - think it was like this (movement points):

Galley - 3
Caravel, Galleon, Frigate, Privateer, MoW - 4
Ironclad - 5
Submarine - 4
Destroyer - 8
Battleship, Carrier, Nucl. sub - 5
AEGIS Cruiser - 7

I think these movement points really make the naval units a little bit more worthwhile, and they are increasing the power of destroyers and AEGIS cruisers. A little bit more like the Civ2-way maybe.

ALPHA WOLF 64 is offline ALPHA WOLF 64
Warlord
Illinois USA
Mar 2002
time: 23:19
  Old Post 09-05-2002 21:01 Visit ALPHA WOLF 64's homepage!
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unless you increase tanks/mech inf/MA to 4, 3 seems too fast for any horse unit.

bigvic is offline bigvic
Prince
Columbia, S.C.
Nov 2001
time: 00:19
  Old Post 09-05-2002 21:27
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Nah, if anything the movement rates of almost all units are absurdly slow. I always got sick of it taking 500 freaking years too get across the continent.

bigvic is offline bigvic
Prince
Columbia, S.C.
Nov 2001
time: 00:19
  Old Post 09-05-2002 21:30
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quote:
Originally posted by I-iZ-1337
Perhapz, but d00d j00 cant forget it makez them uzeful over a long periodz of time, right upz t00 infantry, juzt like in r33l life. Cavalry roxx d00d!!



Ay si. Cual clase de mierda es? Otro ejemplo del fracaso de nuestra sistema educativa, supongo.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:19
  Old Post 09-05-2002 22:35 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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#24 Report this post to a moderator
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Ming where the HELL are you?

Ming Ming Ming!

Kassiopeia is offline Kassiopeia
Emperor
Jyväskylä, Finland
Jul 2001
time: 07:19
  Old Post 09-05-2002 22:43 Visit Kassiopeia's homepage!
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#25 Report this post to a moderator
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quote:
Originally posted by I-iZ-1337
I anzwered the queztion in my first post on thiz thred d00d. I iz 1337.


OMG m4n y0u r 5o 1337!!!111!

Ming is offline Ming
Chief Minion

Donate to the Red Cross
Mingapulco - CST
Jan 1970
time: 23:19
  Old Post 09-05-2002 22:48 Visit Ming<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Hmmm... another example of a poster who doesn't type well (not against the rules) and a bunch of spammers who seem to be looking for PCR's or restrictions.

STAY ON TOPIC, or spend some time in Mingapulco... Your choice.

bigvic is offline bigvic
Prince
Columbia, S.C.
Nov 2001
time: 00:19
  Old Post 10-05-2002 00:19
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quote:
Originally posted by Ming
Hmmm... another example of a poster who doesn't type well (not against the rules) and a bunch of spammers who seem to be looking for PCR's or restrictions.

STAY ON TOPIC, or spend some time in Mingapulco... Your choice.


Hey, whats up w/ the new avatar? I liked the old evil b&w Ming head. he always looked like he was trying to decide whether to ban someone. Kermit?

Alex is offline Alex
Emperor
Brasil
Mar 1999
time: 02:19
Post  Old Post 10-05-2002 00:36 Visit Alex's homepage!
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quote:
Originally posted by bigvic


Hey, whats up w/ the new avatar? I liked the old evil b&w Ming head. he always looked like he was trying to decide whether to ban someone. Kermit?


Didn't you hear the man? Stay on topic.

Staying on topic , I think that most units have adequate movement values, except the naval units, of course. I would like to know how your change affects your game, Dr. Jambo. Do you think the AI is somehow hindered by the slower cavalry?

Tuberski is offline Tuberski
Emperor
ACK!!! PTHBBPPPTTT!!!!
Feb 2002
time: 23:19
  Old Post 10-05-2002 03:10 Visit Tuberski's homepage!
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#29 Report this post to a moderator
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quote:
Originally posted by Alexnm


Didn't you hear the man? Stay on topic.

Staying on topic , I think that most units have adequate movement values, except the naval units, of course.


On my modern naval units, I just check the option "treat all terrain as roads", ships move a lot further per turn.

Jaybe is offline Jaybe

King
Las Vegas, NV USA
Sep 2001
time: 21:19
  Old Post 10-05-2002 04:28
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Lose 30 kilos (of popups)

Ay, look guys!
It's a strategic game, see? A STRATEGIC game is not only dealing with how far a unit CAN move, but also about field commanders (AND generals in the capital) MAKING DECISIONS, resolving logistical headaches, and GETTING forces moved -- easier said than done, especially before modern age.

Also has to do with the game working right. You have to allow appropriate reaction time, to allow for ground/sea/air units to be intercepted. That, for one, is why you lose the road/rail movement in foreign countries -- not because it is realistic, but because it WORKS.

End of Lecture (sorry).

JB

 
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