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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:20
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ZOC doesn't work the same. Basically, it isn't a ZOC.
ZOC is now where a unit will on occassion take a shot at a unit moving through it's 'ZOC'. It's not every time, but I've seen it enough to know that it works as they intended.
Problem of course is that it's impossible to create a defensive line in Civ3 that means anything - they will send cavalry between units, even units right next to each other (diagonally) into your rear area. Stupid.
But that's the way it works...
Venger
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Sabre2th
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Maybe it isn't as useful to people, but it is more accurate. In general, it's difficult to make a line that's impossible to get through. If you want to stop people from getting through, you should have to make a solid line.
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ShredZ
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I definitely think the ZOC now is better than Civ2. Since we know each square represents about 100sq. miles, there is no way a Warrior should be able to stop troops from moving in the square beside them. The way it works now is good, but I agree with the rest that it should be more deadly, with a better chance to hit and damage.
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:20
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You could give units a flag called 'infiltrate' which gives them a chance to pass through a ZOC.
Venger
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Austin
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The combination of no ZOC and no supply restrictions turns military campaigns in the industrial age and beyond into a silly exercise of gigantic hordes of troops clumping together and wandering around for the offensive, or clumping hordes of troops in a city or on a resource in the defensive.
A CivII style ZOC actually allowed you to form a LINE.
Austin
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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You gotta look at ZOC from a historical perspective tho, to really understand what's going on.
For the record, I think the current implementation SUCKS, but that is just this gamer's opinion.
ZOC's work for detailed simulations and purestrain wargames because they represent reality.
A unit of tanks isn't just a couple of tanks sitting idly in a field. It's a squadron of tanks, trained to fight together. And with them, they've got guys with guns, and other guys with shovels to plant mines, and other guys with maps....anybody who comes anywhere near these guys WILL have to deal with them, and not just...."Oh look! There go some bad guys! What say let's give them a passing shot from our main gun?"
No...what'll happen is that the guys with the tanks you're trying to get around will move to intercept you, blocking your path. You want by....fight 'em.
The trouble is, you can't implement that well in civ, because there is no "draw" in combat....well, sorta, but not really. There's Kill, Be Killed (in some cases, there's withdraw, but that's hardly the norm).
In detailed wargames, it's actually somewhat rare for a unit to be wiped out entirely. It'll weaken, route, get disrupted, maybe even get captured, but rarely is it distroyed to the man.
Happens every time in Civ, tho, and that's why its so hard to effectively model ZOC.
In purestrain wargames, the lines are at least somewhat static (semi-permanant, let us say)....and entering that line puts you in the kill zone of, usually NUMEROUS units.
Can't effectively model that in Civ, either, what, with Infinite move rails and such.
ZOC was too strong in Civ2 and SMAC, but it's weak to the point of being a waste of time (rather like pollution), now.
-=Vel=-
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