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Horseman 4.5
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Holesville
Dec 2001 time: 17:24
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I'm thinking of getting started on a mod that adds an extra UU to each civilization, hopefully meaning they cover more time (although this is difficult with the likes of the Carthaginians or the Americans).
It is possible to put more units into the game without cutting out other ones right?
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Horseman 4.5
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Holesville
Dec 2001 time: 17:24
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I thought of a few early ideas:
Japanese Kamikaze Planes (a weaker missile-type unit that can be built with Flight)
Improved American Marines perhaps.
German U-boats, although I would like to put in something from an earlier time period
England could get either an improved archer unit (the longbowman, if i replaced the old longbowman with crossbowman) or perhaps a Spitfire...
Viking longboats.
Some kind of Spanish Armada naval unit
Arab terrorists (and oh dear, i apologise for this, except that i would actually personally LOVE to be able to launch attacks of unknown origin on my enemies... MWAHAHAHAHAHAHAHAH.... *ahem*)
Please, any ideas...?
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Der PH
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Aachen, Germany, Old Europe, Axis of Evil
Jul 2001 time: 06:24
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I included a lot of custom units to my game (about twice the number of original units (I know I'm crazy)), a lot of which are civ-specific.
Those are:
Greece:
- Phalanx (2/3/1, available with iron working, NOT replacing swordsman)
- Spartan Hoplite (same as original Hoplite with +1 HP)
- Fire Galley (better offensive value, available with invention)
England:
- Longbowman (4/2/1, everybody else gets the crossbowman with the original 4/1/1-stats)
It cannot start a GA, because IMHO this definitely has to be a later period for England (Man-O-War).
- Dreadnaught replaces my custom battlecruiser (stats somewhere between ironclad and battleship, available with refining)
- Scots guardsman (5/5/1, available with military tradition, everyone else in my mod gets the fusilier (3/5/1))
China:
- Cho-ko-nu replacing the standard crossbowman, same stats, but available with mathematics instead of invention.
Persia:
- Sassanid cavalry (4/2/2, with feudalism every Civ in my mod gets medieval cavalry with 3/2/2)
Rome:
- Ballista (a better catapult)
Germany
- Better submarine (Wolfpack)
- Tiger Tank (+2 attack and defense, but more expensive, of course not replacing the Panzer)
Japan:
- Yamato-Class-Battleship (bigger, better, more expensive, not replacing the standard battleship)
- Kamikaze (doesn't trigger GA. A country that sacrifices its soldiers certainly doesn't have a GA at that time, but I think this won't be a problem, because the samurai will most probably already have triggered a GA in the medieval age)
- A better BattleMech (I implemented ten future techs and a lot of SciFi-units, didn't test it yet)
Russia:
- T34, +2 defense compared to standard tanks
Egypt:
- 3/1/1-Archer
France:
- Foreign Legionary (6/6/1, available with industrialisation)
India:
- Elephant archer (3/3/2, replacing the before mentioned medieval cavalry (and getting an additional hitpoint like the war elephant does in my mod))
Babylon
- Camel Rider, again replaces medieval cavalry, movement 3
America
- Super carrier, everyone else gets the nuclear carrier, both available with nuclear power.
- Apache Heli replaces the Attack Heli, available with Laser
Some Civs didn't get additional UUs, because I'm lacking ideas. I know that this is not at all fair, but so what! I don't play them and the AI doesn't complain.
I don't yet have PTW (living in Germany), but (of course ) I already have some ideas:
Vikings
- of course it will be the longboat (available with engeneering, doesn't sink in sea tiles)
Carthagians
- Maybe a better galley and an early war elephant
Ottomans
- A better cannon
Spanish
- Maybe a better Galleon
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FNBrown
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of the Sierra Nevada foothills
Dec 2001 time: 21:24
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This subject came up a loooong time ago in the old Civ3 forum, but I'm happy to re-hash it. 
Here's my suggestions:
American:
Minutemen - same as muskets, but with an extra movement point and "blitz" capability
Tomahawk - Cruise missile with extended range and perhaps greater bombard power.
Aztec:
Bandit - This is a stretch; basically assuming part of the Aztec culture morphed into 19th century Mexico. Cavalry unit with hidden nationality flag.
Babylonians:
No idea here...
Chinese:
Ninja - Similar to the Japanese Samurai. I'd suggest invisibility, but that would make them way too powerful in the appropriate stages of the game.
Egyptians:
No idea here, either...
English:
Dragoons - Amphibious cavalry
SAS - Paratrooper with extra movement point
French:
Foreign Legion - Guerilla with hidden nationality tag
Germans:
U-Boat - submarine with additional offensive bonus
Greeks:
Olympian - Warrior with extra movement point. (yes, this is probably my lamest suggestion)
Indians:
Thugee - Swordsman with additional defense bonus (maybe I've seen "Temple of Doom" too many times...)
Iroquois:
Brave - Warrior with extra offensive bonus (not much late-game UU potential with this Civ, unfortunately)
Japanese:
Kamikaze - Haven't tried it, but would be cool if you could give a fighter the "cruise missile" tag, and launch it from a ship, with lethal sea bombard available.
Persians:
No idea here.
Romans:
Gladiator - Medieval infantry with hidden nationality tag, lower defense score.
Russians:
MiG Fighter - Jet fighter that doesn't require aluminum.
KGB - Explorer with invisibility tag - not available until Computers
Zulu:
Again, a civ with limited UU options.
Arabs:
al Quaida - Guerilla with hidden nationality tag and cruise missile tag. Lower defense.
Carthaginians:
No clue...
Celts:
Another primative civ with no modern UU option, in my opinion. Only thing notably Irish these days is Guiness beer, the Boston Celtics, and the University of Notre Dame.
Koreans:
Tae Kwon Do Master (or something to that effect) - Perhaps a medieval infantry unit equivalent, with maybe an added movement bonus.
Mongols:
Horde - Really, really cheap horsemen.
Spanish:
Spanish Galleon - Frigate with transport capabilities.
Ottomans:
Pass
Vikings:
Valkyrie - Basically, a mounted Berserk - similar properties, with an added movement point.
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Horseman 4.5
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Holesville
Dec 2001 time: 17:24
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Oh and do you think a special longbowmen unit would work for the celts, rather than the english? (thus freeing me up to unleash one of numerous other possible english UUs on the world...
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Zurai
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The ones from my plain Civ3 mod (not PTW yet):
Oh, note that some of these are stretching things a bit.
Rome: Peltast (2/2/2 2b/0r, zoc) at monarchy (javilineers; rome was famous for using javelins); replaces nothing
Egypt: Janissary (5/5/1 4b/0r, saltpeter) at gunpowder; replaces musketmen (note that I beefed up the attack and defense of musketmen by 1 each, so this only has +2 attack)
Greece: Hypaspist (3/2/1 +1 hp) at iron working; replaces swordsmen (note: doesn't need iron, just like the hoplite; has +1 hp just so it's useful on maps where you have iron)
Babylon: Horse Archer (3/2/2 3b/0r horses) at invention; doesn't replace anything (cheaper than knights and doesn't require iron, in case that's a problem, also has the 0 range bombard; not really a historical unit)
Germany: Pocket Battleship (20/10/4atr 10(4)b/2r oil) at Mass Production; doesn't replace anything (cheaper than normal battleships, which are 26/12/4atr 12(4)b/2r oil)
Russia: T34 (20/14/2 oil) at Motorized Transportation; replaces Tank (20/10/2 oil)
China: Chu-Ko-nu (5/3/1 4b/0r) at Invention; replaces Crossbowmen (which are a replacement for the new English UU, Longbowmen; crossbowmen are 4/2/1 4b/0r)
America: Got fancy here. National Guard (6/10/1 6b/0r cost 1 pop) at Replaceable Parts; doesn't replace anything. Normal Infantry are 9/15/1 rubber; these guys are cheaper and have all the jobs that workers can do (and the worker AI to go along with it).
Japan: Yamato Class Dreadnought (30/15/4atr 15(6)b/3r oil) at Motorized Transportation; doesn't replace anything (more expensive but better than battleships)
France: Leclerc (30/15/4bl oil rubber aluminum) at Synthetic Fibers; replaces Monder Armor (which is 30/15/3bl oil rubber aluminum)
India: Elephant Archer (3/3/2 3b/0r +1 HP) at Monarchy; doesn't replace anything
Persia: Cataphract (5/4/2 horses iron) at Chivalry; replaces Knights (more expensive; also not really a historical unit; these will probably get moved to the Ottomans in PTW since they have Byzantium(Istanbul))
Aztecs: Plumed Archer (2/1/2 2b/0r) at Warrior Code; replaces Archers (Aztecs are now *the* premier ancient era civ for combat, but they waste their GA fast and they don't have anything special past the ancient era; note that plumed archers are actually Mayan, not Aztec)
Zulus: Sarwe (3/1/1) at Warrior Code; replaces Archers
Iroquois: Eagle Warrior (2/1/1) no tech; replaces Warriors (a little bit of a stretch and a native american would probably skin me for the stereotyping, but I needed something)
English: Longbowmen (5/2/1 5b/1r) at Invention; replaces Crossbowmen (note that these guys can bombard at 1 square instead of just a defensive bombardment like crossbowmen/chu-ko-nu)
Thoughts for PTW UU's:
Vikings: Longboat (same stats as galley but doesn't sink in sea, possibly ocean if it's moved back in techs)
Koreans: Turtle ship (some kind of heavier-armored transport ship)
Spanish: Tercio (dunno what to do with them, but seems like everyone thought this should have been the UU in PTW for them)
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Zurai
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quote: How does it work having a 4 move modern armor? Isn't that just too powerful? |
Not in my mod. MechInf and Armored Shock Infantry (futuristic, powered-armor infantry) both have mid-20's defense in my mod, so they pretty handily defeat MA/Leclercs when defending anything worth defending.
I just posted those as ideas - my mod's pretty radical and I don't expect anyone to actually use my values for the units. They're just a reference. I increased the A/D of all gunpowder+ units, and gave extra HP to modern armor units; I added several futuristic units (spider crawler, hovertank, powered armor infantry, starfighter, orbital dropship); I added functional, *useful* airlift units (helicopter and dropship); I added functional attack helicoptors (non-immobile air units; they can fly over land and sea, however the AI doesn't use them, not that I let it get that far anyway); I added an extra civ-specific unit for every civ; I added "flavor" alternate units for some civs (junks instead of caravels for asian civs, camel riders instead of knights for middle eastern civs, etc). I doubled the number of units in the game, basically.
/tangent
Anyway, those were just ideas for UU's. Take em or leave em, doesn't bother me either way. Incidentally, there are graphics and animations made for all of those units if you do a tiny bit of searching.
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Horseman 4.5
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Holesville
Dec 2001 time: 17:24
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Any possible places to looks for good graphics for any of these new UUs?
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Horseman 4.5
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Holesville
Dec 2001 time: 17:24
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I just had a thought - for those ancient civilizations that have less impact in modern day (ie. Aztecs, Iroquois, etc), perhaps it might not be stupid to create them UUs with a slight future addition to tech. tree. For example, an Aztec 'Junglecat' Mech. or sumet
What do you think?
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Zurai
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quote: Originally posted by Horseman 4.5
Any possible places to looks for good graphics for any of these new UUs? |
I got all mine of CFC (civ fanatic's center). They have a couple hundred fully completed unit graphics/animations in their forums, all nicely indexed with preview graphics.
EDIT: there's also quite a few nice ones here in the Files forum. CFC has almost all of the ones that are here though, in addition to the several dozen they have that we don't.
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Steph2
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quote: Originally posted by Horseman 4.5
Oh and do you think a special longbowmen unit would work for the celts, rather than the english? (thus freeing me up to unleash one of numerous other possible english UUs on the world... |
Actually, the longbow is more a Welsh weapon than an English one. So, Welsh being more of celtic ascend than English, it could be OK
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Horseman 4.5
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Holesville
Dec 2001 time: 17:24
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Yeah thats kind of the idea I was going for. As well as trying to spread units out over the ages a little more.
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Horseman 4.5
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Holesville
Dec 2001 time: 17:24
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Azeem - camel rider is quite a good idea (its actually been suggested here for one or two different civs). I'd say it would probably just be a horseman unit that didnt require horses.
I'm going to try and compile my draft list of new UUs in the next couple of days.
Thanks to everyone for theyre halp, keep the suggestions coming :-)
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Horseman 4.5
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Holesville
Dec 2001 time: 17:24
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You think getting hold of elephants is a problem? - no way!. Theyre the INDIANS, of course they have elephants, any fool knows that. They dont breed them, they just magically appear. Sheesh. Even if they start Europe....
heh
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