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Old May 9, 2002, 04:51   #1
=DrJambo=
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Cavalry and their movement of 3!
Hi folks, i would like to hear people's views on this..

Do people reckon that the movement of 3 is too high? It currently allows them to do an awful lot on their turns, moving in and pillaging an area of land and moving out again for example. Currently i have them and cossacks with a movement of 2, but was interested to find out more what others think of this...

I did consider making normal cavalry 6,4,2 (att, def, move) instead of 6,3,3.

Then Cossacks would be adjusted to 6,4,3.

??
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Old May 9, 2002, 04:57   #2
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Perhapz, but d00d j00 cant forget it makez them uzeful over a long periodz of time, right upz t00 infantry, juzt like in r33l life. Cavalry roxx d00d!!
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Old May 9, 2002, 05:15   #3
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Hmmm, I-iZ that didn't make any sense to me at all....
But on the subject, I agree that cavalry movement of 3 is a bit too much. Don't Knights have a movement of 2? I can't believe that horse breeding techniques improved that much.... However, I don't like the idea of improving their defensive value, as cavalry were never much use in defence.
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Old May 9, 2002, 05:18   #4
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Ahhh... j00 not 1337 yet ey?

But d00d, rememba cavalr33z carr33 lez hevy equipment than knightz d00... so they might juzt go fasta.
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Old May 9, 2002, 05:34   #5
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Quote:
Originally posted by I-iZ-1337
Ahhh... j00 not 1337 yet ey?
*coughs*
1 4/\/\ 13373|2 +|-|3|\| j00. 1ph j00 |)0 |\|0+ 4g|233, +|-|3|\| j00 4|23 \/\/0|2+|-|y 0ph |331|\|g +0$$43|) 1|\|+0 4 |2u|3|31$|-| |31|\|.
*coughs*
first to translate gets a free cookie
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Old May 9, 2002, 05:38   #6
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I duz not dezerve t00 be in a bin d00d... I iz a 1337 civ2 vet!
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Old May 9, 2002, 05:44   #7
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|)0|\|+ f33d |)4 +|20|_|_.
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Old May 9, 2002, 05:46   #8
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Wot iz a troll d00d?
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Old May 9, 2002, 05:46   #9
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Well, its far too early in the morning for this kind of stuff for me.
Still, with reference to your point Patashu, consider it translated and understood: I totally agree, and I think the whole world should follow your example.
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Old May 9, 2002, 06:21   #10
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Still nobody has answered the question... My advice is - if you donīt like it, edit it. Some do, some donīt. I must say that land units movement are quite OK for me, but Iīve done some serious changes to the naval units.
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Old May 9, 2002, 06:33   #11
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yes i know i can edit it if i want, my point with this thread is to ask for suggestions, advice and preferably a lot less 1337 crap...

what did you do to your naval units then?

so far i have my cavalry set to 6,3,2 but am considering other options you see.. such as 6,4,2 or back to 6,3,3!

Last edited by =DrJambo=; May 9, 2002 at 06:42.
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Old May 9, 2002, 06:35   #12
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I anzwered the queztion in my first post on thiz thred d00d. I iz 1337.
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Old May 9, 2002, 06:55   #13
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I guess someone is about to enjoy the life of Mingapulco soon.
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Old May 9, 2002, 06:57   #14
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Quote:
Originally posted by Patashu

*coughs*
1 4/\/\ 13373|2 +|-|3|\| j00. 1ph j00 |)0 |\|0+ 4g|233, +|-|3|\| j00 4|23 \/\/0|2+|-|y 0ph |331|\|g +0$$43|) 1|\|+0 4 |2u|3|31$|-| |31|\|.
*coughs*
first to translate gets a free cookie
i am leeter then you. if you do not agree then you are worthy of being tossaed (tossed?) into a rubbush bin.

give me a fawking cookie teh r33t.
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Old May 9, 2002, 07:10   #15
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Quote:
Originally posted by Akka le Vil
I guess someone is about to enjoy the life of Mingapulco soon.
What r j00 d00dz talking about?
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Old May 9, 2002, 07:10   #16
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here it is
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Old May 9, 2002, 07:16   #17
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Old May 9, 2002, 07:29   #18
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I edited my game after the first time I faced Chinese riders with mech inf and tanks. Three movement was just too much so I adjusted all mounted units to two MP. Strangely, with 1.21 I use the default 3 MP and I dont really care anymore since I have now changed my combat technique.
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Old May 9, 2002, 08:42   #19
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I think Cav should stay at movement 3. But that's just me.
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Old May 9, 2002, 11:00   #20
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Quote:
Originally posted by =DrJambo=
yes i know i can edit it if i want, my point with this thread is to ask for suggestions, advice and preferably a lot less 1337 crap...

what did you do to your naval units then?

so far i have my cavalry set to 6,3,2 but am considering other options you see.. such as 6,4,2 or back to 6,3,3!
Sure, youīre right, and my advice is to keep the cavalry as it is. But since you posted this thread I assume you werenīt really satisfied with that? So why not just try to make 'em the way you want? Just a little playtesting...
I made my naval units faster - think it was like this (movement points):

Galley - 3
Caravel, Galleon, Frigate, Privateer, MoW - 4
Ironclad - 5
Submarine - 4
Destroyer - 8
Battleship, Carrier, Nucl. sub - 5
AEGIS Cruiser - 7

I think these movement points really make the naval units a little bit more worthwhile, and they are increasing the power of destroyers and AEGIS cruisers. A little bit more like the Civ2-way maybe.
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Old May 9, 2002, 12:01   #21
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unless you increase tanks/mech inf/MA to 4, 3 seems too fast for any horse unit.
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Old May 9, 2002, 12:27   #22
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Nah, if anything the movement rates of almost all units are absurdly slow. I always got sick of it taking 500 freaking years too get across the continent.
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Old May 9, 2002, 12:30   #23
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Quote:
Originally posted by I-iZ-1337
Perhapz, but d00d j00 cant forget it makez them uzeful over a long periodz of time, right upz t00 infantry, juzt like in r33l life. Cavalry roxx d00d!!

Ay si. Cual clase de mierda es? Otro ejemplo del fracaso de nuestra sistema educativa, supongo.
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Old May 9, 2002, 13:35   #24
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Ming where the HELL are you?

Ming Ming Ming!
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Old May 9, 2002, 13:43   #25
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DL dance anyone?
Quote:
Originally posted by I-iZ-1337
I anzwered the queztion in my first post on thiz thred d00d. I iz 1337.
OMG m4n y0u r 5o 1337!!!111!
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Old May 9, 2002, 13:48   #26
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Hmmm... another example of a poster who doesn't type well (not against the rules) and a bunch of spammers who seem to be looking for PCR's or restrictions.

STAY ON TOPIC, or spend some time in Mingapulco... Your choice.
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Old May 9, 2002, 15:19   #27
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Originally posted by Ming
Hmmm... another example of a poster who doesn't type well (not against the rules) and a bunch of spammers who seem to be looking for PCR's or restrictions.

STAY ON TOPIC, or spend some time in Mingapulco... Your choice.
Hey, whats up w/ the new avatar? I liked the old evil b&w Ming head. he always looked like he was trying to decide whether to ban someone. Kermit?
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Old May 9, 2002, 15:36   #28
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Quote:
Originally posted by bigvic


Hey, whats up w/ the new avatar? I liked the old evil b&w Ming head. he always looked like he was trying to decide whether to ban someone. Kermit?
Didn't you hear the man? Stay on topic.

Staying on topic , I think that most units have adequate movement values, except the naval units, of course. I would like to know how your change affects your game, Dr. Jambo. Do you think the AI is somehow hindered by the slower cavalry?
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Old May 9, 2002, 18:10   #29
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Quote:
Originally posted by Alexnm


Didn't you hear the man? Stay on topic.

Staying on topic , I think that most units have adequate movement values, except the naval units, of course.
On my modern naval units, I just check the option "treat all terrain as roads", ships move a lot further per turn.
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Old May 9, 2002, 19:28   #30
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Ay, look guys!
It's a strategic game, see? A STRATEGIC game is not only dealing with how far a unit CAN move, but also about field commanders (AND generals in the capital) MAKING DECISIONS, resolving logistical headaches, and GETTING forces moved -- easier said than done, especially before modern age.

Also has to do with the game working right. You have to allow appropriate reaction time, to allow for ground/sea/air units to be intercepted. That, for one, is why you lose the road/rail movement in foreign countries -- not because it is realistic, but because it WORKS.

End of Lecture (sorry).

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