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 > Rise of Nations > RoN-Creation&Files > MOD: Scout from Lookout
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
31.Aug: `MOR` THIRD SEASON SIGN-UPS UNDERWAY
26.Aug: EMERGES AS THE WINNER
20.Aug: OH SO LOVABLE

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
The Rusty Gamer is offline The Rusty Gamer
Prince
Christchurch, New Zealand
Apr 1999
time: 17:28
Lightbulb  Old Post 12-06-2003 19:47 Visit The Rusty Gamer's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
MOD: Scout from Lookout Support Apolyton, buy Civilization 2

I personally have not seen much point in a lookout what with building a tower just one research away - I may be missing something here, please tell me if I am.

In any case, in this attached mod, the scout/explorer (plus any upgrades I guess - I haven't tested it that far) is built from a Lookout instead of a Barracks. This gives the Lookout a bit more use and also means you can build more scouts early on (to explore and get the bonuses more quickly) without any military research.

This is particularly significant if you use a "slow and high cost tech mod (x10)" like I prefer to. (I'll put that mod up later after I'm relatively happy with it).

Please give me feedback on this scout idea or let me know what I'm missing about the uses of the Lookout.

Attachment: scout from lookout.zip
This has been downloaded 17 time(s).

Antrine is offline Antrine
Prince

May 2003
time: 05:28
  Old Post 13-06-2003 04:27
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Inflate your Upload Space

Hi Rusty Gamer!

I think your ideas are brilliant!
Another thing I do not like is how 'scouts' have no firepower to defend themselves. My idea is that scouts and explorers are the toughest and most resourceful of any profession, especially in those pre-modern time periods.

Anyway, in addition to your excellent ideas, I am game testing letting the scouts and explorers fight back with similiar prowness of the 'partisan' units.

I have also recently adjusted 'fort' and 'tower' garrison limits to 20 and 10 respectively. As well their firepower with those garrisoned units to 10 and 5 respectively. Now they have teeth when well garrisoned. This is especially noticable in early Ages, before siege units become common. The seige units still knock them down fine, so one must neutralize them swiftly with any units available from the stables.

Another interesting point is and I have not yet allowed this to happen is having garrisoned units trapped in a destroyed tower or fort and thereby (I assume) losing them entire. This would be a fair balance in the overall scheme I feel. No free ride anywhere, so can you habitually employ fail-safe strategies and then forget them.

Happy Gaming,
Antrine

Kibbles is offline Kibbles
Settler

Jun 2003
time: 05:28
  Old Post 13-06-2003 14:05
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Remove this text

You shouldn't lose all the units if it is destroyed... it should be a random number of units, but always more than half of the total number garrisoned.

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:28
  Old Post 14-06-2003 02:28 Visit Inverse Icarus's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton

lookouts can see hidden units. towers cannot. lookouts have a larger LOS.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:28.
Apolyton Time is 00:28.
    top of page
Rate This Thread:
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 0.0356 seconds (88.85% PHP - 11.15% MySQL) with 29 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