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child of Thor
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Didn't Dale's WAW mod have a fix to make units near an empty troop ship embark and head towards enemy territory, i'm sure it was in one his readme's.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:20
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TheArsenal,
As well as what Martin said (although that's probably just a programming challenge), it seems to me that a more basic problem with your suggestion would be: when to build the transports. The conditions under which you would want to do this seem to me to be very difficult to specify.
BTW, since you seem to be the local Naval fanatic, what do you think of increasing the movement points for all Naval units? Ships seem to move awful slowly compared to land units that can get bonuses for roads, etc. My inclination is to dramatically increase Naval movement rates. Do you think this would make them more fun to use?
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TheArsenal
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Sunny Southern California
Mar 2002 time: 21:20
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I think increasing the movement points for naval units makes sense. But only for some units as opposed to all. I like the slow rate of exploration in the early game, so I probably wouldn't want to see units like the coracle or trireme with any added movement. And because of the human's greater ability to move armies across water, I would probably not increase the movement points of personnel carrying units like long ships or troop ships as that (at least the way I play) would increase my advantage. At the same time, submarines, destroyers battleships, etc. do seem particularly slow when you compare them with how far a tank can move across a railroad. So to me I guess it would make sense if the naval units after, say, the ironclad, were given increased movement.
And in some ways, I guess, the limited movement of the early naval units make up for the fact that traveling by sea is exceedingly safe in the game as compared to naval travel of the era - no pirates, no storms, no getting lost at sea, no mutinies, just the occasional enemy ship.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:20
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In his review of RoN's Conquer The World beta, Rohag wrote:
quote:
The other glaring problem is that the AI can't yet handle naval operations. I must say I exploited this in a couple scenarios; going into the RTS game I knew from the strategic situation that it would involve significant naval action or amphibious invasion and I could relax, relatively speaking. This certainly needs fixing.
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Looks like even Jason Coleman and his big huge Big Huge programming team are having problems with this one.
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nova
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Why not build a transport unit, with all the troops already on the ship, ready to invade?
This unit could cost the sum af the units and could have a certain combination of units or use default ones, like marines.
That could help a lot the AI because you don't have to teach anything to it, or am I wrong?
Nova.
PS:forgive me for missing for so long and prepare for even longer "vacations" since I am doing my military service ( and bringing Civ3 players to the true Ctp2 Faith, doing it)
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Zaphod Beeblebrox
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aachen, germany
Aug 1999 time: 05:20
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another thing i really dislike is that (afaik) you can only send in the groundtroops from one ship at one time when attacking cities/stacks directly from the shore. i'd like to see combined stacks of marines (or older amphibious assault units like in cradle) from several ships assisted by helicopters, planes, whatever
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:20
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Six turns later and the invasion is well under way:
Attachment: chi275.jpg
This has been downloaded 74 time(s).
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:20
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Liverpool fell to the Chinese. Because of the way these sea tactics handlers work, only one AI player gets to use them at a time. The Chinese can now pursue the war from their Liverpool base but the Hebrews are also both at war with me and in a position to launch a cross-water invasion. (Actually, they can get at me over land but it's faster by water.) So, a few turns later it was their turn.
Known problems: Lots. It's very fragile and I have a feeling that something unexpected will happen and my global arrays will collapse like a house of cards.
Attachment: image7.jpg
This has been downloaded 83 time(s).
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:20
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OK, here's the current mess. But you're not going to be able to do anything with it except read it because it builds on stuff that I've been working on for about the past two years.
Attachment: ctc_new_tactics.slc
This has been downloaded 11 time(s).
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:20
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IW guessed right.
One of the first things I did was to develop a system that measures how 'close' one civ is to another. This can be used to affect their strategies and provides data that is also useful for tactics.
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