Thread Tools
Old October 16, 2001, 16:11   #31
Jaybe
Mac
Emperor
 
Jaybe's Avatar
 
Local Time: 07:40
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
Quote:
Originally posted by Crouchback
Wait a cotton picking minute, I thought stacks of any sort except armies were OUT.

What I meant was that I expected to be moving all the units involved independently and separately, but making sure I kept a good defensive unit with the 0 defence units.

Painful micromanagement anyone?

David
Where did you get the idea that the only stacks were from armies (other than all the screen shots)?

I have figured that the 'painful micromanagement' is going to be about the same as in Civ2, although there might be fewer units roving about because of having to balance the other game-winning strategies (culture, etc).
I find 'blissful' micromanagement the way to go in Civ.
__________________
JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
Jaybe is offline  
Old October 16, 2001, 18:41   #32
TechWins
King
 
TechWins's Avatar
 
Local Time: 07:40
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Arizona
Posts: 1,747
Quote:
Where did you get the idea that the only stacks were from armies (other than all the screen shots)?
Dan said that stacking units will not be included in the game, only armies, but he isn't positive that stacking won't be included. I don't see why Firaxis wouldn't have included stacking units, therefore I believe Dan is mistaken.

It has been said before in a preview that artillery will have to be manned by an infantry unit. This may seem to be quite unlogical, but I like it. The reason for this is because infantry will now have some importance. Hear me out on this one, your artillery will soften up the enemy from the back, while being protected by infantry, and then the tanks can come in after that and clean up the rest. If this is not the reasoning for artillery HAVING to be manned I'm puzzled.

If artillery has to be 'manned', then the movement would be just as fast as the slowest unit. The defence would be that of the 'manning' unit. The attack would be that of the artillery, assuming the 'manning' unit doesn't have a more powerful attack.

Also, if artillery has to be 'manned', then stacks are likely to be in the game.
__________________
However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.
TechWins is offline  
Old October 16, 2001, 18:43   #33
Sarxis
Rise of Nations MultiplayerAlpha Centauri PBEMCivilization III MultiplayerCivilization III PBEMCTP2 Source Code ProjectCall to Power II MultiplayerCall to Power MultiplayerCivilization IV: MultiplayerCivilization IV CreatorsGalCiv Apolyton Empire
Emperor
 
Sarxis's Avatar
 
Local Time: 10:40
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 3,361
Re: Artillery and Cannon: They need other units to work?
Quote:
Originally posted by Jason Beaudoin
I was reading somewhere that these units can be captured and that they require another unit in order to operate them.

How does that work? Anyone know? Do the two units meld together, or does another unit have to be on the same square in order for them to work?

Anyone... anyone...?
Geezuz! What will they think of next? Very kewl, very kewl
Sarxis is offline  
Old October 16, 2001, 19:11   #34
Jaybe
Mac
Emperor
 
Jaybe's Avatar
 
Local Time: 07:40
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
Quote:
Originally posted by TechWins
Dan said that stacking units will not be included in the game, only armies, but he isn't positive that stacking won't be included. I don't see why Firaxis wouldn't have included stacking units, therefore I believe Dan is mistaken.

...
I had the impression that Dan was saying that you could not move units as a stack. As opposed to having to move them one-by-one.
I understood that other than armies, stacking is the same as in Civ2.
__________________
JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
Jaybe is offline  
Old October 16, 2001, 19:32   #35
TechWins
King
 
TechWins's Avatar
 
Local Time: 07:40
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Arizona
Posts: 1,747
Quote:
I had the impression that Dan was saying that you could not move units as a stack
Yes, that is what I was referring to. In Civ2 there really wasn't much stacking involved, except for stationary stacking, which is a definite.
__________________
However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.
TechWins is offline  
Old October 16, 2001, 20:11   #36
Sarxis
Rise of Nations MultiplayerAlpha Centauri PBEMCivilization III MultiplayerCivilization III PBEMCTP2 Source Code ProjectCall to Power II MultiplayerCall to Power MultiplayerCivilization IV: MultiplayerCivilization IV CreatorsGalCiv Apolyton Empire
Emperor
 
Sarxis's Avatar
 
Local Time: 10:40
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 3,361
In SMAC, stacked units didn't all die when the stack defender lost- they would take 'collateral' damage (about half damage). The other kewl thing though was, you could set what unit would be the defender. In other words, you could prioritize which units would be chosen first to defend. This helped if you wanted a 'green' unit to defend first in a stack before your high morale units were attacked, but this worked best in bases (cities) since defending units didn't take collateral damage from attacks while in them.
Sarxis is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:40.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team