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Jeremy Buloch
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Apparently on the computer
Jan 2002 time: 21:23
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- Psychic - a unit that is devoted to being psychic for the paticluar government. He/She is sort of like a spy yet doesn't do any damage. He/She only finds out information about the other faction(s).
- Spy - A unit that Sabotages other factions plans and/or anything else. Also can be used for informational purposes yet does not do it well.
~Added ones~
- transport helicopter
(can transport one infantry unit X tiles away. cant land on slopes, sea, 'fungus', tile occupied by another player, can take of from carrier)
- fighter
(airunit for air-to-air combat [100%], can take of from carrier)
- attackplane
(airunit for air-to-air[40%] and air-to-ground[60%] combat, can trake off from carrier)
- bomber
(airunit for air-to-ground[100%] combat, cant take off from carrier)
- support ship
(supplies ships)
- escort ship
(fast, light armored ship to escort carrier, support ships and landers)
- landingcraft
(can carry X units over shallow waters)
- transport ship
(supplies ships[10%],ground[10%] units, transports X units over all sea tiles)
- Infantry: Guys with guns. Depend on terrain for most of their defensive skill, with armour playing only a small role.
- Rovers: Quads, trikes and bikes. Fast, and reasonably deadly, especially over flat ground. Little armour, and much less ability to use terrain defensively.
- Mechanised infantry: Guys with guns in armoured vehicles. Reasonable armour, and able to use terrain quite well. Much faster than infantry, slightly less than the rover.
- Armour: Tanks. Powerful weapons, strong armour, pretty fast. Can't use terrain very well.
- attacksub
(invisible for surface-radar, can only be spotted by X type units, can only attack naval units[100%])
- tacticalsub
(invisible for surface-radar, can only be spotted by Xtype units, can only attack naval units[30%], can launch any missile[70%])
- commandship
(naval unit that can only be build ones for every 10 other naval units in your military, give a morale + modifier to ships in X tile radius, and sees submarines in the direct area)
- transporters
(airunit for transport of tanks[85%], supplies[15%] bases and groundunits, cant land on carrier)
- C[lose]A[ir]S[upport] unit
(airunit for support of ground units, air-to-ground attack against units that are not in a base is 150% of normal)
- Skimmers: Very lightly armoured boats. Can't travel across oceans, only suitable for rivers and coastal areas. Able to use terrain effectively, only problem is that the sea is generally lacking in terrain. A naval equivalent of infantry.
- Hydrofoil: Speedy, oceangoing boat. Not much in the way of weapons, but tougher than the skimmers.
- Destroyer: Medium armour, little terrain using ability, plenty of weapons. Fast.
- Cruiser: Heavy armour (including a double-hull option), unable to utilise terrain, cramed with weapons. Quite fast.
-Cargo Plane:
Carrying troops, Vehicles, and so forth. Similar to the C-130 yet more advanced.
- Carrier sub: A large submarine that can be equipped with strike subs, aircraft, helicopters or missiles, depending on what you fit to it. Terrain-using: poor.
- Predator sub: A small/medium sized sub with a wide array of possible roles, including carrier sub killing, anti-aircraft duty, coastal attack and stealthy observation. Very fast. Terrain-using: good
- Strike sub: A small sub which is treated like an underwater aircraft. Doesn't have the range of an aircraft, and can only travel through water, but is still deadly to shipping and coastal installations. Terrain-using: medium.
- Flying sub: This is a machine that can swim through water and fly through the air. It's launched from a base or carrier. It can dodge air defences by going underwater, and sea defences by flying. Terrain using: medium.
- Bubble sub: create gaseous bubble where it can move quickly almost like airplane. The disadvantage is that it generates like mad, giving away its position en-route.
Scout blimp: early scouting aircraft. Slow, increased sighting radius...
- Burrowing unit: can move underground. Can bypass city defenses, ignores zoc's...
- "Spider-scout": fast (all terrain as flat), has multiple attacks (?)...
- Von Neumann nano probes: A mini device used to explore, and spy. More information on this unit is located in this thread.
-Task force unit: A Task Force such as "The Delta Force" in USA. This unit would do a variety of Special Operations
-Demolition Squad: This unit would go and blow up different enemy buildings such as improvements that were made upon the land. They would do it better than a regular unit.
-Terrorists: A neutral unit that would be roaming the globe destroying things much like mindworms in SMAC. These terrorists would do massive damage to everything.
-J.B.-
Last edited by Jeremy Buloch on 28-12-2002 at 14:41
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DeathByTheSword
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soon to be a major religion
Nov 2001 time: 05:23
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no designshop?
ok here we go:
transport helicopter
(can transport one infantry unit X tiles away. cant land on slopes, sea, 'fungus', tile occupied by another player, can take of from carrier)
fighter
(airunit for air-to-air combat [100%], can take of from carrier)
attackplane
(airunit for air-to-air[40%] and air-to-ground[60%] combat, can trake off from carrier)
bomber
(airunit for air-to-ground[100%] combat, cant take off from carrier)
support ship
(supplies ships)
escort ship
(fast, light armored ship to escort carrier, support ships and landers)
landingcraft
(can carry X units over shallow waters)
transport ship
(supplies ships[10%],ground[10%] units, transports X units over all sea tiles)
MORE TO COME A LOT MORE TO COME! 
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Sandman
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Sinister Penguin
Aug 2001 time: 05:23
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Early game:
Infantry: Guys with guns. Depend on terrain for most of their defensive skill, with armour playing only a small role.
Rovers: Quads, trikes and bikes. Fast, and reasonably deadly, especially over flat ground. Little armour, and much less ability to use terrain defensively.
Mid game:
Mechanised infantry: Guys with guns in armoured vehicles. Reasonable armour, and able to use terrain quite well. Much faster than infantry, slightly less than the rover.
Armour: Tanks. Powerful weapons, strong armour, pretty fast. Can't use terrain very well.
Late game: I have no preferences for this period.
I'd suggest that mechanical units can be easily destroyed by bombardment, but infantry should be more difficult.
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DeathByTheSword
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soon to be a major religion
Nov 2001 time: 05:23
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I will leave ground units to you all but here are some naval and air units:
attacksub
(invisible for surface-radar, can only be spotted by X type units, can only attack naval units[100%])
tacticalsub
(invisible for surface-radar, can only be spotted by Xtype units, can only attack naval units[30%], can launch any missile[70%])
commandship
(naval unit that can only be build ones for every 10 other naval units in your military, give a morale + modifier to ships in X tile radius, and sees submarines in the direct area)
transporters
(airunit for transport of tanks[85%], supplies[15%] bases and groundunits, cant land on carrier)
C[lose]A[ir]S[upport] unit
(airunit for support of ground units, air-to-ground attack against units that are not in a base is 150% of normal)
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Sandman
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Sinister Penguin
Aug 2001 time: 05:23
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Naval surface units:
Early game:
Skimmers: Very lightly armoured boats. Can't travel across oceans, only suitable for rivers and coastal areas. Able to use terrain effectively, only problem is that the sea is generally lacking in terrain. A naval equivalent of infantry.
Hydrofoil: Speedy, oceangoing boat. Not much in the way of weapons, but tougher than the skimmers.
Mid game:
Destroyer: Medium armour, little terrain using ability, plenty of weapons. Fast.
Cruiser: Heavy armour (including a double-hull option), unable to utilise terrain, cramed with weapons. Quite fast.
Late game: I'd expect mostly fast, submersible units by this time. I don't want to see battleships and super-carriers; I don't think a colonial society would be inclined to build such relics.
A radical idea: Scrap transport-type units, and just give every naval unit a carrying capacity. This would discourage cheesy scenarios with unarmed, unsupported transports unloading a ton of units, and would encourage players to build a proper fleet. It would also greatly improve the performance of any AI, and remove tedious 'transport guarding' tasks for the player.
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:23
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The common mistake in much of unit trees is "bigger is better". So, light units are developed 1st, then medium, and later game superprize - Enormous.
Instead, look at modern navi. They are't dramaticaly big (excluding carriers), or heavy armoured. Modern inf is still basicaly "man on feet" while fighting. Modern interceptors are't dramaticaly bigger than WW2 interceptors (while other characteristics, including, price is _much_ higher).
Army of fleet is integral living creature, so every peice must be in right place, from smallest man to collosus carrier. End every epoch army must fit this criterion, otherwise it'll be consumed of less unbalanced enemy.
So, every tech stage units must create integral, stable, flawless all-purpose union. Otherwise, late game will surely degenerate to "who have more Arm Nubian" munchkinfest.
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:23
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Bubble sub: create gaseous bubble where it can move quickly almost like airplane. Disadvantege: generates like mad, giving away its position en-route.
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:23
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OK, here are some really wierd ideas about borrower:
1. Sonic disruptor. As much of earth is in crystalline state, it's therreticaly possible do break it via sonic resonase.
2. Nanites eating rock.
3. It's thereticly possible to compress fermion (electron, for expample) beam to threshold of so-called "fermi liquid". This stuff is extremly thin, fast, relatively dense and unstoppable. Is't especialy great weapon, but still may prove excellent rock cutter.
4. Simply dissolve earth via something really warm indeed, fusion "torch" fo example.
So borrowers are't completely dead, and even do't stink like dead They are simply unborn. I have some ideas how this stuff may be drawn; try to do so this weekend.
BTW, someone knows how future aircraft may look like? I tried some ideas, but they looked too odd or too non-futuristic.
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Jeremy Buloch
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Apparently on the computer
Jan 2002 time: 21:23
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"Given the astronomical number of possible planets in the galaxy, a Type II civilization may try a more realistic approach than conventional rockets and use nano technology to build tiny, self-replicating robot probes which can proliferate through the galaxy in much the same way that a microscopic virus can self-replicate and colonize a human body within a week. Such a civilization might send tiny robot von Neumann probes to distant moons, where they will create large factories to reproduce millions of copies of themselves. Such a von Neumann probe need only be the size of bread-box, using sophisticated nano technology to make atomic-sized circuitry and computers. Then these copies take off to land on other distant moons and start the process all over again. Such probes may then wait on distant moons, waiting for a primitive Type 0 civilization to mature into a Type I civilization, which would then be interesting to them. (There is the small but distinct possibility that one such probe landed on our own moon billions of years ago by a passing space-faring civilization. This, in fact, is the basis of the movie 2001, perhaps the most realistic portrayal of contact with extra-terrrestrial intelligence.)"
"A Von Neumann probe is a robot designed to reach distant star systems and create factories which will reproduce copies themselves by the thousands. A dead moon rather than a planet makes the ideal destination for Von Neumann probes, since they can easily land and take off from these moons, and also because these moons have no erosion. These probes would live off the land, using naturally occurring deposits of iron, nickel, etc. to create the raw ingredients to build a robot factory. They would create thousands of copies of themselves, which would then scatter and search for other star systems.
Similar to a virus colonizing a body many times its size, eventually there would be a sphere of trillions of Von Neumann probes expanding in all directions, increasing at a fraction of the speed of light. In this fashion, even a galaxy 100,000 light years across may be completely analyzed within, say, a half million years.
If a Von Neumann probe only finds evidence of primitive life (such as an unstable, savage Type 0 civilization) they might simply lie dormant on the moon, silently waiting for the Type 0 civilization to evolve into a stable Type I civilization. After waiting quietly for several millennia, they may be activated when the emerging Type I civilization is advanced enough to set up a lunar colony. Physicist Paul Davies of the University of Adelaide has even raised the possibility of a Von Neumann probe resting on our own moon, left over from a previous visitation in our system aeons ago.
(If this sounds a bit familiar, that's because it was the basis of the film, 2001. Originally, Stanley Kubrick began the film with a series of scientists explaining how probes like these would be the most efficient method of exploring outer space. Unfortunately, at the last minute, Kubrick cut the opening segment from his film, and these monoliths became almost mystical entities)"
So therefore these could might be used as Surveillance devices. For mapping out the globe and keeping the geographical borders etc. up to date. It could see units in citys as well as improvements that the other faction(s) are building. It could be a great spy tool.
-J.B.-
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