Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Scenario League / Civ2-Creation -Archive > The HORDE and the HOST!
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:27
Question  Old Post 16-04-2003 10:12
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
The HORDE and the HOST! Increase the size of your Attachments

Say I'd like to create a medieval empire-building scenario. I want each of the player positions to be viable for SP. I want a human player to be able to take control of a small but potentially powerful state and expand it quickly. However, I'd like very few actual units both available to build and on the map at the start of the scenario. Each state would have only 2 or 3 army units. These would be the medieval feudal HOST unit. It would have to be powerful enough to take cities by itself, yet be either so prohibitively expensive that very few could ever be built, OR only be created by events or at the start of the scenario. The idea is that once these powerful, empire-building units are gone, so is the growth potential of their empire.

I'd also like to create units strong enough so that the AI will be able to take well-defended cities. These units would only be available to the AI, and be created via events at either specific turns or on random turns set at designated intervals. Again, not many of these in the game, and couldn't be built.

This seems to require a special touch to unit numbers, in terms of strength, hp, and fp, not to mention movement. And the creation of special types of land units.

What I don't want is a game where an uber -unit type runs amok and takes over the map in 30 turns.

If one creates units with high strengths, in the 12-16 range, but relatively low defense values, in the 5-8 range, how does the AI use these units? What are your experiences with units like this?

DarthVeda is offline DarthVeda
Emperor
My avatar! My precious!
Jan 1970
time: 00:27
  Old Post 16-04-2003 10:37 Visit DarthVeda's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

*points at the Shogun in his recent scenario*

Stefan Härtel is offline Stefan Härtel
King
Eddie's best friend
Jul 1999
time: 06:27
  Old Post 18-04-2003 01:58
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

Usually, the AI uses these bad. For example, the "Alexander" scenario that came with CiC: playing the Persians, I never saw the "Companions", while playing the Macedonians, I saw the "Immortals" once, but never again. Of course, the AI will use them as their roles (defense etc), but that should be obvious.
I have seen some AIs using the hero units in an extensive, yet not dominant way (see for example Jesús Balsinde's "War Of Granada" scenario).

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:27.
Apolyton Time is 00:27.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0334 seconds (81.33% PHP - 18.67% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net