Thread Tools
Old October 20, 2001, 16:54   #31
Ironwood
Prince
 
Local Time: 07:55
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Clovis, CA
Posts: 386
I wonder if one can land (or rather, station) an air unit in a colony? This could very easily be the Civ3 equivalant of an "airbase." You can always build colonies, and once one has air units, it doesn't take any kind of specialized technology to make an air base (just flatten out the ground and put in some refueling stations and other support facilities). I don't think colonies count against the governmental city limit.
__________________
To those who understand,
I extend my hand.
To the doubtful I demand,
Take me as I am.
Ironwood is offline  
Old October 20, 2001, 17:22   #32
kolpo
Prince
 
Local Time: 14:55
Local Date: October 31, 2010
Join Date: Jan 2001
Posts: 314
I like that fact taht there are no airbase because it makes carriers and allies in strategical locations(who are both very important in quite all international wars of the last years like Irak and Kososvo)
kolpo is offline  
Old October 20, 2001, 17:34   #33
Crouchback
Warlord
 
Crouchback's Avatar
 
Local Time: 09:55
Local Date: October 31, 2010
Join Date: May 2001
Location: U.K.
Posts: 237
Quote:
Originally posted by kolpo
I like that fact taht there are no airbase because it makes carriers and allies in strategical locations(who are both very important in quite all international wars of the last years like Irak and Kososvo)
Except both Iraq and Kosovo are perfect examples of airbases being more important in launching sustained airstrikes than carriers of cities. Saudi has very few cities to speak of, but a great number of airstrips out there in the desert.

I think the lack of airbases will make capturing enemy cities too important in the later game. I won't be able to just build an airstrip and raze all the cities I take using massive air superiority because I'm going to need them to operate out of.

David
__________________
"War: A by-product of the arts of peace." Bierce
Crouchback is offline  
Old October 21, 2001, 02:08   #34
izmircali
Chieftain
 
Local Time: 14:55
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Izmir, Turkey
Posts: 38
Also if airbases are out, what about refueling etc. I think they definetely be in so I can patrol borders better and if any aircraft get hit or intercepted far from my carrier I'd rather them go to an airbase I can protect with troops.

Also carriers are too vulnerable to cruise missile attacks. In civ2 the enemy basically had a missile defense system against carrier groups so you could only bomb coastal cities. With an airbase its not like a stack where all units can get waxed at once (remember 9 units lost on a fully stacked carrier?)
izmircali is offline  
Old October 21, 2001, 04:55   #35
Rasbelin
Emperor
 
Rasbelin's Avatar
 
Local Time: 16:55
Local Date: October 31, 2010
Join Date: Nov 1999
Posts: 3,801
Quote:
Originally posted by izmircali

I think they definetely be in so I can patrol borders better and if any aircraft get hit or intercepted far from my carrier I'd rather them go to an airbase I can protect with troops.
You're right, we need those airbases for refueling and
as mission launchpads. Hopefully Firaxis has developed
a well working AU system.
__________________
"Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver
Rasbelin is offline  
Old October 21, 2001, 05:01   #36
The Templar
Prince
 
The Templar's Avatar
 
Local Time: 09:55
Local Date: October 31, 2010
Join Date: Oct 2001
Location: People's Republic of the East Village
Posts: 603
On a related note ...
In Civ2, AI planes did not have fuel (the CTP AIs did have fuel and consequentially the AI planes crashed alot). Will the AI cheat with respect to mission ranges?
__________________
- "A picture may be worth a thousand words, but it still ain't a part number." - Ron Reynolds
- I went to Zanarkand, and all I got was this lousy aeon!
- "... over 10 members raised complaints about you... and jerk was one of the nicer things they called you" - Ming
The Templar is offline  
Old October 21, 2001, 05:02   #37
Rasbelin
Emperor
 
Rasbelin's Avatar
 
Local Time: 16:55
Local Date: October 31, 2010
Join Date: Nov 1999
Posts: 3,801
So the conclusion is that the airfields
are an important part of the AU and missile system,
and that most of us want them to be found in Civ III.
They can't be replaced with the h.copters or
with enchanged paratroopers.

They are a must have.
__________________
"Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver
Rasbelin is offline  
Old October 21, 2001, 05:02   #38
korn469
Emperor
 
korn469's Avatar
 
Local Time: 09:55
Local Date: October 31, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
ever heard of Guadalcanal? how about Diego Garcia?
airbases are important especially if you consider this carefully

the operational range of the stealth bomber is 8 unless firaxis has changed that then a stealth bomber becomes almost useless on a huge map (180x180) even with a carrier (a battleship only has a move of 4, so a carrier will have at most a move of 6)

however i don't think civ3 will have airbases unless they were added shortly before the game went gold, because forts and railroads demonstrate that tile improvements are always in little gold circles on the tech chart and there isn't a gold circle on the tech chart that could represent an airbase
korn469 is offline  
Old October 21, 2001, 05:28   #39
Ralf
King
 
Ralf's Avatar
 
Local Time: 15:55
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Sweden
Posts: 1,728
Quote:
Originally posted by korn469
the operational range of the stealth bomber is 8 unless firaxis has changed that
I have not seen a single Civ-3 unit presented so far that havent changed its ADM-stats compared with its Civ-2 counterpart. Even some pre-modern horseback-units now have a move-factor of 3 (giving them an operational range of 9 together with the road-bonus multiplier - at least within your own borders, and through peaceful passage-right allowing foreign Civs. Not to mention roads through no-mans-land (= full speed).

I think we can safely assume that Civ-3 bombers will have a significantly extended operational range compared with its Civ-2 counterpart. I also assume that the hampering invasion-move factors that applies to land-units (road-bonus doesnt count unless you control the area), doesnt apply to either sea or air-units (thus making these types of units much more useful and important in the invasion-fase).

Last edited by Ralf; October 21, 2001 at 05:48.
Ralf is offline  
Old October 21, 2001, 05:32   #40
Grim Legacy
Prince
 
Local Time: 15:55
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 624
Quote:
Originally posted by Ralf


I have not seen a single Civ-3 unit presented so far that havent changed its ADM-stats compared with its Civ-2 counterpart. Even some pre-modern horseback-units now have a move-factor of 3 (giving them an operational range of 9 together with the road-bonus multiplier - at least within your own borders).

I think we can safely assume that Civ-3 bombers will have a significantly extended operational range compared with its Civ-2 counterpart. I also assume that the hampering invasion-move factors that applies to land-units (road-bonus doesnt count unless you control the area), doesnt apply to either sea or air-units (thus making these types of units much more useful and important in the invasion-fase).
We should also take into account that Civ3 maps will potentially be a lot larger than those in Civ2. So 'enhanced' movement is needed anyway to cover up some of the bigger distances involved. Unless Firaxis thought units moved too fast somehow in Civ2... I didn't think so at least.
Grim Legacy is offline  
Old October 21, 2001, 05:44   #41
Ralf
King
 
Ralf's Avatar
 
Local Time: 15:55
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Sweden
Posts: 1,728
Quote:
Originally posted by Grim Legacy
We should also take into account that Civ3 maps will potentially be a lot larger than those in Civ2.
Hmm - I didnt think of that, but you are right. Heres a comparison:

Civ-2 standard world: 50 x 80. Compare with Civ-3 standard world: 100 x 100 tiles.
Civ-2 large world: 75 x 120. Compare with Civ-3 large world: 140 x 140.

Whoa! I hope that the roads & RR:s are a correspondingly faster to build in Civ-3, compared with Civ-2.
Ralf is offline  
Old October 21, 2001, 05:48   #42
korn469
Emperor
 
korn469's Avatar
 
Local Time: 09:55
Local Date: October 31, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
we can assume all we want to but here are the stats with screenshots to back them up

chinese rider 4.4.3 (civ3.com)

cavalry 6.3.3 (civ3.com)

tank 16.10.2
http://www.civfanatics.com/cgi-bin/a...801/oct07b.jpg

modern armor 24.14.3
modernarmor.jpg

stealth bomber 0(8).2.8
http://www.multiplayer.it/show.php3?...00/s_img15.jpg

EDIT: the urls should work now

Last edited by korn469; October 21, 2001 at 06:00.
korn469 is offline  
Old October 21, 2001, 05:56   #43
Ralf
King
 
Ralf's Avatar
 
Local Time: 15:55
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Sweden
Posts: 1,728
Your links dont work.

Anyway, the only worrying factor here is the operational range for the Stealth Bomber. Only eight? Well, one can easily adjust that through the brand new game-editor if one wants to change that.
Ralf is offline  
Old October 21, 2001, 05:57   #44
Rasbelin
Emperor
 
Rasbelin's Avatar
 
Local Time: 16:55
Local Date: October 31, 2010
Join Date: Nov 1999
Posts: 3,801
Quote:
Originally posted by Patriqvium

That means that Flight makes the Colossus (I think) obsolete.
So it would be the same as in the original Civ.
__________________
"Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver
Rasbelin is offline  
Old October 21, 2001, 06:09   #45
korn469
Emperor
 
korn469's Avatar
 
Local Time: 09:55
Local Date: October 31, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
Ralf

the links should work now

think about this, an undamaged tank now cannot kill an undamaged cavalry unit in civ3, because since a cav unit is fater it can always retreat from the tank if the tank does start to damage it

also the Russian T-34 and the american Sherman Tank are both represented by the tank...both of them seem like they should be as fast as horse mounted units, and an M1 abrams seems like it should be faster than a horse mounted unit

though the stealth bomber now has a shorter range than it did in civ2, if rate of fire means it can execute four air missions a turn, the stealth bomber in civ3 can attack 8 times as much as the stealth bomber in civ2

also the battleship has a speed of 4
one last interesting thing is that the stealth bomber and the battleship both have a bombard value of 8
korn469 is offline  
Old October 21, 2001, 06:39   #46
Ralf
King
 
Ralf's Avatar
 
Local Time: 15:55
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Sweden
Posts: 1,728
Quote:
Originally posted by korn469
think about this, an undamaged tank now cannot kill an undamaged cavalry unit in civ3, because since a cav unit is fater it can always retreat from the tank if the tank does start to damage it
Yes, but how long can the cavalry retreat with only one move-point left? max 1-3 squares away, and he is now badly wounded. The next turn your almost undamaged WW-2 tank can pursue him and kill him off easily. Besides; I think a move-rate of 2 for early tanks is OK, since they where kind of slow anyway (around 25-35 km/h, I think) and rather unreliable.

Quote:
though the stealth bomber now has a shorter range than it did in civ2, if rate of fire means it can execute four air missions a turn, the stealth bomber in civ3 can attack 8 times as much as the stealth bomber in civ2
Interesting news. Well, that would certainly compensate a lot. Also - maybe one can "jump" from one airport-equipped city to another, loosing one rate-of-fire for each passage. I dont know, but the increased fire-rate certainly make air-units much more useful then before. It all depends however on how the fire-rate stats are for all the land-based modern combat-units.

Quote:
also the battleship has a speed of 4
one last interesting thing is that the stealth bomber and the battleship both have a bombard value of 8
The operational range for sea-units can perhaps be adjusted through ocean-related Wonders - like in Civ-2. Anyway, the bombardment value is high, making these units much more "cost-effective" then thay where in Civ-2.

Last edited by Ralf; October 21, 2001 at 06:47.
Ralf is offline  
Old October 21, 2001, 06:43   #47
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: 10:55
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 3,361
Quote:
Originally posted by korn469
think about this, an undamaged tank now cannot kill an undamaged cavalry unit in civ3, because since a cav unit is fater it can always retreat from the tank if the tank does start to damage it
In SMAC, this kind of withdrawal was only possible under certain conditions, one of them being that the withdrawing unit must not have been moved the previous turn.

Adds a bit of tactics.
Sarxis is offline  
Old October 21, 2001, 12:56   #48
Lorizael
lifer
NationStates
Emperor
 
Local Time: 10:55
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Detached
Posts: 6,995
The RoF of four definetely makes a Stealth Bomber... a lot faster in a way. Here's a question, the rebase mission: Can you rebase to anywhere inside your operational range? Anywhere where there's an airport/carrier? Anywhere within I dunno, double or triple your operational range?

And then, can you do things after rebasing. I would assume it counts as one mission. That would definetely allow a Stealth Bomber to do much more than anything on the ground. And Stealth means... 5% intercept chance

I think Modern Tanks should probably have a move of 4 though. Without governors, those things can go very fast while still being accurate. However, Tank movement is just fine at 2. Anyone remember the Indiana Jones movie where the Cavalry is chasing the tanks? The horses caught up!
Lorizael is offline  
Old October 21, 2001, 13:18   #49
Alfonsus72
Civilization III MultiplayerCivilization II Multiplayer
Prince
 
Alfonsus72's Avatar
 
Local Time: 14:55
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 700
Quote:
Originally posted by Lorizael

I think Modern Tanks should probably have a move of 4 though. Without governors, those things can go very fast while still being accurate. However, Tank movement is just fine at 2. Anyone remember the Indiana Jones movie where the Cavalry is chasing the tanks? The horses caught up!
Another argument for WW2 tanks to have a movement of 2, while some cavalry units have 3: Probably a single tank can go sometimes (on a road) as far a horse, but mind that an entire unit of tanks, lets say a regiment (or battalion, or brigade,...), move slower than a cavalry regiment. In rough terrains and with bad weather, horses respond better than tanks, specially that old WW2 tanks.

First tanks units were used as support to infantry, german officers like Guderian or Rommel changed their role in battle with great sucess. Thatīs why we could expect the german UU "Panzer tank" to have a movement of 3.
Alfonsus72 is offline  
Old October 22, 2001, 06:23   #50
korn469
Emperor
 
korn469's Avatar
 
Local Time: 09:55
Local Date: October 31, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
Lorizael

depending on how civ3 handles the rebase option the stealth bomber could possibly move all across the globe in a single turn, however without a nearby city or carrier the limited operational range could prevent it from actually attacking

Alfonsus72

Quote:
Probably a single tank can go sometimes (on a road) as far a horse, but mind that an entire unit of tanks, lets say a regiment (or battalion, or brigade,...), move slower than a cavalry regiment. In rough terrains and with bad weather, horses respond better than tanks, specially that old WW2 tanks.
yes under certain conditions i'm sure that horses are faster than a WW2 tank...however i think the tank represents a tank typical of a sherman or t-34 (with the panzer representing something typical of the pather), and that on a day by day basis cavalry won't out perform the ww2 tanks by that much

certainly cavalry wouldn't be able to keep up with a tank typical of the M1

however the ironclad and the battleship have the same movement rates...so the monitor can keep up with the missouri
sure it could

it seems firaxis has done a good job of scaling up attack and defense but in my opinion (take it for what it is worth) modern units need just a little more speed
korn469 is offline  
Old October 22, 2001, 20:22   #51
Lorizael
lifer
NationStates
Emperor
 
Local Time: 10:55
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Detached
Posts: 6,995
Quote:
Originally posted by Alfonsus72
First tanks units were used as support to infantry, german officers like Guderian or Rommel changed their role in battle with great sucess. Thatīs why we could expect the german UU "Panzer tank" to have a movement of 3.
Definetely what I was thinking. That way the Panzers can do real blitzkriegs
Lorizael 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 10:55.


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 Đ The Apolyton Team