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Dan Severn
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Wellborn, Texas The Warrior Dennis Miller
May 2001 time: 23:21
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Observation balloons, confederate commerce Raiders, and a few "one only" units would be good.
For one only units- Stonewall Brigade- confederate inf with very good maneuverability.
Iron Brigade- High attack Unio Inf
Siege Mortars could have a range of 3
Make the rebel cavalry more mobile, higher attack than union.
Repeating rifles were a rarity in the civil war. Not sure what to call your unit, but it should reflect the few units which were very well supplied. Draft should yield units that are low quality, even at regular experience.
That's just a few quick thoughts.
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Trip
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Hunt Valley
Apr 2002 time: 00:21
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quote: Originally posted by Level
You could have the units upgrade to weaker ones, if you do that I would have it so the weaker unts come with a tech that also gives you somthing usefull so it dosn't get skiped |
Hmmmm. I'm not sure exactly if this would work. Since infantry units are the mainstay of both armies, if the quality of these troops were diminished by a tech (no matter what else it provides), then I'm sure people would never want to research it. I think the way I currently have things is best, but thanks for the idea. 
quote: Observation balloons, confederate commerce Raiders, and a few "one only" units would be good.
For one only units- Stonewall Brigade- confederate inf with very good maneuverability.
Iron Brigade- High attack Unio Inf
Siege Mortars could have a range of 3
Make the rebel cavalry more mobile, higher attack than union.
Repeating rifles were a rarity in the civil war. Not sure what to call your unit, but it should reflect the few units which were very well supplied. Draft should yield units that are low quality, even at regular experience.
That's just a few quick thoughts. |
Since the new editor allows you to name units, things like "Stonewall's Brigade" are very possible.
As far as changing actual unit stats like Rebel VS Union Cavalry, Ed brought up a very good point against this. The unit stats are basically representations of the technological composition of the unit. Confederate Cavarly possessed the same technology as Union Cavalry, so the only difference would be experience (which is currently how I think I'll represent things).
As far as a range 3 artillery unit, the Rifled Artillery already has that, representing the greater range and accuracy.
The balloons I'm still thinking about. I'm not sure if I'll be able to find a graphic for it, and it's not like I can fudge with another one a little bit and make it look similar. 
And like I said before, the Rebel commerce raiders would be useless in this scenario since there is no way to propery represent trade and finance. They would just be fast little boats that couldn't get anything done.
Thanks for the suggestions guys. 
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Ed O'War
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Los Angeles, CA
Mar 2002 time: 21:21
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Without triggers or diplomacy, adding the British might not be a good idea. The British civ could suddenly decide to declare war against the Union or Confederates, thus throwing off the balance of the game.
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:21
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I like the look and feel of this mod, but have some questions:
* How will the South's Leadership advantages be manifested? Will they start with a GL and 1 or more armies?
* How will certain famous (and infamous) units be manifested (saw this being discussed earlier)? One possible way might be to create an entirely new class of unit, tech dependent, on a tech that no one has, and use the new editor to place a few of those "super units" on the map at game start. That way, they're pure gold. Irreplacable and--with the right stats--awe inspiring (I'm thinking in terms of Jackson's Foot Cavalry as but one example (make them a souped up infantry that treats all terrain as roads....perhaps there are only three units of this in the whole game, all in an army on the side of the south at game start...that'd be sweet). Similar things could be done to model the Iron Brigade, the 20th Maine (which saw some truly classic--and fierce--small scale action at Gettysburg), Forrest's Raiders, Steuart's Cavalry....many, many others....
-=Vel=-
(watching with interest!)
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trevor
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Silver Spring, MD (Washington D.C.)
May 2002 time: 00:21
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Another idea would be to make two different worker units, Federal & Confederate. The Federal unit would be a regular worker and the Confederate wouldn't be able to make railroads. This would represent the lack of ironworks (Richmond's Tredgar Works not withstanding) in the Confederacy. So that means that the only way the Confederates could make railroads is to steal a Federal worker, thus making raider units that much more important. Just a thought...
Last edited by trevor on 19-07-2002 at 06:18
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Ed O'War
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Los Angeles, CA
Mar 2002 time: 21:21
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quote: Originally posted by trevor
Another idea would be to make two different worker units, Federal & Confederate. The Federal unit would be a regular worker and the Confederate wouldn't be able to make railroads. This would represent the lack of ironworks (Richmond's Tredgar Works not withstanding) in the Confederacy. So that means that the only way the Confederates could make railroads is to steal a Federal worker, thus making raider units that much more important. Just a thought... |
It's a good idea, but I'm not sure this would work. I don't believe that you can capture units that you do not have the technology to build. For example, if your opponent has Metallurgy and you don't, you can't capture your opponent's cannons--they'll simply be destroyed instead.
Fatwreck:
Carbines were used primarily by the cavalry, but mainly because they didn't come into use until later in the war and were relatively scarce. If the war had continued on past 1865, it is likely that more and more infantry units would have been equipped with repeaters as the weapon's advantages became more apparent and as more repeaters became available. So, repeating rifle could be a late game technology that allows an advanced infantry unit to be built. Just an idea, anyways...
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Kramerman
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UT, Austin - The live music capital of the world
Jun 2002 time: 23:21
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You should allow settlers to simulate westward expansion and allow the players to have more control of their respective side's destiny, but make their pop cost real high, like 4 or 5 citizens or something. As for Indians, you could just make them barabrians who use warriors (stats edited of course), mounted warriors, and if the new editor allows more than 2 barbarian units, I downloaded a cool horse archer at civ fanatics that they could use too.
Kman
Last edited by Kramerman on 19-07-2002 at 08:36
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Trip
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Hunt Valley
Apr 2002 time: 00:21
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Hmmm. IIRC, if you 'capture' a unit that you can't build naturally, then it's always destroyed. So since the South can't build Northern "RailRoad" Workers, I'm afraid that it would always be destroyed if you tried to capture one. I'll have to test that though since I'm not 100% sure about that.
Anyways, back to the scenario.
I've run into a big problem. The scenario doesn't want to load the two civs correctly. It always defaults to the Union side when both civs should be playable, except your opponent is listed on the right as the Confederates, but you have no choice of which civ. And another problem is that either side can build any unit (even if it's a UU you shouldn't have... all Union cities were producing "Confederate Raiders", for some reason), and the whole thing is messed up. I tried making it so that only the Confederates are playable, and you get the Southern cities and the name "Confederate States of America", but all your cities are blue instead of grey, and your leader is "President Lincoln of the Confederates"... I'm thoroughly confused, and I've tried every combo of scenario and player settings, and the thing is still messed up. Hopefully I can talk to the Firaxians tomorrow about it. I think all the problems are related, but I can't be sure.
I didn't get a chance to finish the tile improvements yet (since I was trying to fix that huge problem), so I'll do that and the units in the morning.
As always, all help, advice and suggestions are welcome.  
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Trip
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Hunt Valley
Apr 2002 time: 00:21
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Alright. I re-did all of the cities, and here's the mini-map view of the map currently...
I don't think I'll go further west, since it will simply be more needless micromanagement and anything further west didn't have much impact on the war.
Attachment: minimapdemoobj.jpg
This has been downloaded 108 time(s).
Last edited by Trip on 19-07-2002 at 22:54
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