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necrosmith
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Many people will agree that the Howitzer is far too powerful of a unit and not balanced very well. I was kicking around ideas on how to modify the unit to make it more balanced. I also think that the tank should be the most powerful ground unit in the game, and not the howitzer. With these goals in mind, I made the following changes:
1) Reduced the movement rate of the howitzer to 1.
I felt that the abilitiy to ignore city walls was a powerful enough upgrade over standard artillery, and that the added movement point was too much. The reduced movement rate better reflects the vulnerability of artilery pieces to attack from other units. With a movement of one, you almost have to stack the unit with another defensive unit. Further, the tank unit gains a bit in terms of balance against the howitzer because of the tanks even greater mobility compared to the howitzer.
2) Increased the cost of the howitzer to 100 shields.
This should reduce the number of howitzers you build. The ability to ignore city walls is probably worth even more than this modest price increase.
Please let me know your thoughts.
I was also trying to come up with ways to balance railroads a bit more. As it stands now, railroads seem way too powerful. They amount to increasing the movement points of all your ground units to infinity.
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Elephant
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Phila PA
Aug 2002 time: 00:27
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quote: Originally posted by necrosmith
1) Reduced the movement rate of the howitzer to 1.
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Ever heard of the USArmy's Palladin (sp?), or the Crusader program, both of which are 6" howitzers on a tank chassis? The whole idea is to make the artillery as mobile as the tanks, able to "shoot&scoot" before counterbattery fire can take them out. They even come with armored resupply vehicles now that have auto-feed conveyors.
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Old n Slow
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Vienna, VA
Jun 2002 time: 00:27
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In most of my games I sweep the board at the cavalry stage -- I’m not fast enough to do it with the crusaders (but maybe it is also a function of map size), so howies & tanks don’t enter my playbook often (maybe once a year nowadays.)
For SP, a major problem I’ve seen is that the ai doesn’t use howies well (of course the ai doesn’t use a LOT of units well), so if you’re looking for a handicap, make one.
Construct “divisions” & buy/build your units with strict quotas -- 12 mechs, 2 tanks & 2 howies for an infantry division, 6 mechs, 8 tanks and 2 howies for an armor division -- one division can be transported with two transports, nobody sails until the boats are full. Howies are auxilery at the division level & can only be acquired (and “used”) with the accompanying forces.
Similar exist thoughts for MP -- or maybe ban/restrict their use.
The solution might be better served another way -- if the ai uses tanks better, upgrade the tanks. Let their bullets have 2x power & see what happens.
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Gatekeeper
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United States of America
Feb 2000 time: 23:27
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I've left the howitzer and armor units alone in my copy of Civ II, but have changed a few other things:
1. Spies: Movement is reduced to two, cost increased, and they must observe ZOCs. Even so, they're still incredibly powerful, IMHO.
2. Artillery: I gave this unit the ability to ignore city walls, and the AI makes good use of this new ability (prior to this modification, artillery was almost useless against walled cities on rivers [or not] that had anything above musketeers guarding them).
3. Shock troops: This is a unit I made from the "extras" that the Civ II designers included in the units file. This is an elite, expensive ground unit that has an attack of 14, and the ability to treat all terrain squares as flat land (i.e. alpine troops), and its hit and firepower points are upped. Shock troops, however, cannot ignore the effects of city walls.
4. Stingray: This is another custom unit I created from the "extras" file. It's basically a stealth transport unit capable of carrying four units, and has a base movement range of 7 squares, up to a maximum of 10 squares (if you get Magellan's Expedition and nuclear power). No attack power, but does have a defense of six. IOW, it's hard to find and does have a small chance of winning a battle if it is uncovered by another naval unit such as a submarine, destroyer or AEGIS cruiser (or literally touched by a battleship).
5. Cruise missiles: I made these less expensive, so the AI uses them more liberally now. Before, the AI stored them in cities and used them only against ships; now, it no longer stores them so much, but uses them against ships, armor, shock troops, spies and even against seaport cities that house naval units. Also, it isn't wise to stack other non-targeted units (such as howitzers) with targeted units, for obvious reasons ...
6. Diplomats: Made more expensive and must observe zones of control.
If I do anymore tweaking, it would be to make the shock troops capable of ignoring city walls.
Gatekeeper
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ColdWizard
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quote: Originally posted by Gatekeeper
5. Cruise missiles: I made these less expensive, so the AI uses them more liberally now. Before, the AI stored them in cities and used them only against ships; now, it no longer stores them so much, but uses them against ships, armor, shock troops, spies and even against seaport cities that house naval units. Also, it isn't wise to stack other non-targeted units (such as howitzers) with targeted units, for obvious reasons ... |
that's interesting, what did you change the cost to?
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Elephant
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Phila PA
Aug 2002 time: 00:27
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quote: Originally posted by Gatekeeper
I also have made "airships" from the extras included in Civ II. It becomes available with invention and becomes obsolete with the discovery of flight. This gives the game an aerial-type unit from the Middle Ages onward; it has an attack of five, defense of 1 and the movement of three (in the form of the ability of a helicopter ... it can stay aloft indefinitely, but grows progressively weaker if not returned to a city). |
Sounds like a Zeppelin - useful for exploring the map. Perhaps drop the attack a bit but give it the ability to carry one ground unit? Since it has attack it will count against "units away" in Republic or Democracy: has this been a problem?
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ColdWizard
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i've made a zepplin-type unit, but gave it 0/0/3 iirc, with very long range. strictly recon-type of a role
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Gatekeeper
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United States of America
Feb 2000 time: 23:27
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ColdWizard, et al.:
Here are the specs for my "new and improved" cruise missile:
Cruise Msl., nil, 1, 12.,1, 18a,0d, 1h,3f, 4,0, 0, Roc, 001000000000000
As for making airships capable of carrying a single unit, would I just have to change the "hold" flag from "0" to "1"? Or would I have to toggle other options as well, such as "sea transport"? The only problem with that is the airship's domain is ground, not sea.
Gatekeeper
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