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Ed O'War
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Los Angeles, CA
Mar 2002 time: 21:21
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I'm not so sure about giving sharpshooters a high bombardment ROF. After all, snipers usually operate in small units, even during the Civil War. With a bombardment ROF of 3, they could potentially wipe out entire units of infantry--not very realistic. Usually snipers/sharpshooters just picked off officers or key enemy personnel. As an alternative, how about giving them a zero-range bombardment of Strength 4-6, with ROF 1, as well as low direct combat stats and a minus to hit points. That way they are more of a support unit, and have to be in a stack with other units in order to bombard. I think this would be a better reflection of their harrassment role against attacking troops. Of course, with zero range bombardment they would only really be effective on the defense.
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Trip
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Hunt Valley
Apr 2002 time: 00:21
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I added the 'Skirmishers' unit.
They're a 4/5/3 with BStr of 3, BRng of 1, RoF of 1, Invisible, cost of 7.
By the way, here's the current fix list:
IX. FIXES:
v1.01
Removed war-wearniness
Added "Home Guard" units to all undefended cities on both sides
Removed "Growth", "Culture" and "Production" flags from Union governor preference
v1.02
Added "Skirmishers" unit; 5/5/3, BStr 4, BRng 1, RoF 1, Invisible, cost 7
Added many rivers
Re-located some cities in Virginia
v1.03
Reduced "Skirmishers" attack rating by 1 down to 4, and BStr down to 3
Gave Skirmishers and both sides' Cavalry the ability to 'detect invisible'
Increased all naval units' movement points
Added some sounds to Cavalry units, and fixed the 'non-animation' bug involving Confederate Cavalry
Added one Artillery unit and Walls to Grand Isle Louisiana
Modified sounds for Warship units
Gave Artillery units lethal sea bombardment
Gave ships lethal sea bombardment
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trevor
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Silver Spring, MD (Washington D.C.)
May 2002 time: 00:21
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Trip, possibly you could make Metalic Cartridges a Prerequisite to Reliable Repeating Rifles. BTW I'm a Civil War Reenactor (with the 6th Md. Vol. Inf. Reg.) and I think this will help me get though the waits between battles, a thousand thank yous.
Last edited by trevor on 23-07-2002 at 07:55
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Darkworld Ark
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of the Capitalists
May 2002 time: 05:21
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You should change the US's traits, since Expantionst would be EVEN MORE useless in a modern senario, maybe Industrious & Scientific. Sorry if somebody allready said this, I don't have the time to read the intire thread through.
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trevor
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Silver Spring, MD (Washington D.C.)
May 2002 time: 00:21
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Like Kman said, possibly you could add the Industrialization tech and the Iron Works small wonder and put Coal & Iron around Pittsburg. Do you have different graphics for each unit? Does the Ironcald require Coal? Does the Confederacy have Coal (they shouldn't)? As for the civ abilities how about this: Federal- Commercial, Industrious, and Scientific. Confederate- Militaristic and Religious
Kman, great quote!
Last edited by trevor on 23-07-2002 at 08:59
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trevor
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Silver Spring, MD (Washington D.C.)
May 2002 time: 00:21
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Makes sense, can't wait for release. Oh and my last nitpicks, the Confederate Warship should cost more and the Federal one cost less to represent the naval dominance of the Federals and the lack of a ocean-going navy for the Confederates.
Last edited by trevor on 23-07-2002 at 09:43
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koenig etzel
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Jena/D
Jul 2001 time: 06:21
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Ironclads cost 15(0) shields, Warships cost 13(0) shields ??
to me it would make sense, if the ironclad would cost a bit more.. i mean like twice as much;
back then, such a construction was a real killer-project;
in return make it a swimming fortress, think about the armor; so why not double or triple the defense of the ironclad?
it would be possible to push through deep into enemy waters..
imagine blockades that can only be stopped by massive artillery;
i suppose some more range in worth between both would not only be more historically acurate, but also give more weight to the player's decision, too;
..just an idea
as far as i know there haven't actually been to many armored steamships in that war anyways, they were too expensive
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