June 13, 2002, 16:07
|
#1
|
Emperor
Local Time: 04:30
Local Date: November 1, 2010
Join Date: Feb 2000
Posts: 7,138
|
More unit abilities
I have sat for some time and decided to invent new unit abilities to allow for more interesting units.
Most of these should apply to special forces units, which should make the gameplay more interesting.
Basically, i'm slightly bored with the litte special forces we have.
Here are my ideas:
Alpinist - The enemy has no height defense bonus, when attacked.
Commando - The enemy has no forest / jungle defense bonus, when attacked.
City Warfare - The unit does not kill civilians when attacks.
Terrorist - Kills civilians and not military units. Ignores military units parked in the city (They do not defend against him) unless they have AT ability.
Anti-Terrorist - Defends against terrorist.
Policing - Doubles unit's martial law effect.
|
|
|
|
June 13, 2002, 17:28
|
#2
|
Emperor
Local Time: 04:30
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Re: More unit abilities
Quote:
|
Originally posted by Sirotnikov
I have sat for some time and decided to invent new unit abilities to allow for more interesting units.
Most of these should apply to special forces units, which should make the gameplay more interesting.
Basically, i'm slightly bored with the litte special forces we have.
Here are my ideas:
Alpinist - The enemy has no height defense bonus, when attacked.
Commando - The enemy has no forest / jungle defense bonus, when attacked.
City Warfare - The unit does not kill civilians when attacks.
Terrorist - Kills civilians and not military units. Ignores military units parked in the city (They do not defend against him) unless they have AT ability.
Anti-Terrorist - Defends against terrorist.
Policing - Doubles unit's martial law effect.
|
hi ,
what about an anti-tank unit , .....
have a nice day
|
|
|
|
June 13, 2002, 17:44
|
#3
|
Emperor
Local Time: 22:30
Local Date: October 31, 2010
Join Date: Mar 2002
Posts: 3,606
|
I like your suggestions, except the ones involving killing civilians. Have you noticed the "enables bridges" flag in the editor's "civ advances" tab? This flag doesn't seem to be implemented yet. But it opens interesting possibilities. I would add a new worker order: build bridge. Since rivers run between tiles, bridges should be 2 tile improvements. I would also add a new unit ability: unit can cross rivers without a bridge. The marine, for example, could be such a unit.
|
|
|
|
June 13, 2002, 17:48
|
#4
|
Emperor
Local Time: 04:30
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Quote:
|
Originally posted by nostromo
I like your suggestions, except the ones involving killing civilians. Have you noticed the "enables bridges" flag in the editor's "civ advances" tab? This flag doesn't seem to be implemented yet. But it opens interesting possibilities. I would add a new worker order: build bridge. Since rivers run between tiles, bridges should be 2 tile improvements. I would also add a new unit ability: unit can cross rivers without a bridge. The marine, for example, could be such a unit.
|
hi ,
well the killing of civilians is normal , take a couple of jet-fighters or bombers , they do the same thing , ....so why not spoil wter-well , .......
have a nice day
|
|
|
|
June 13, 2002, 18:32
|
#5
|
Warlord
Local Time: 18:30
Local Date: October 31, 2010
Join Date: Jan 2002
Location: Vancouver, BC
Posts: 116
|
I don't like Terrorist / Anti-Terrorist... it sounds too much like a CTP2 thing. Lawyer / Corporate Branch, Slaver / Abolishonist. It seems realistic but it doesn't work when you have to actually devote a city's entire production to making these specialty units. I like the other ideas.
|
|
|
|
June 13, 2002, 18:34
|
#6
|
Emperor
Local Time: 04:30
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
hi ,
a "sabotage" unit would be great , aldo it would have to cost a lot , .....
have a nice day
|
|
|
|
June 13, 2002, 19:46
|
#7
|
Emperor
Local Time: 04:30
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
hi ,
what about soldiers for rent , ....like a mercenary , ...
a B-52 should be in , for the famous carpet-bombing , ... with a range of 20 , ...
have a nice day
|
|
|
|
June 13, 2002, 20:03
|
#8
|
Local Time: 04:30
Local Date: November 1, 2010
Join Date: Nov 2001
Location: jihadding against Danish Feta
Posts: 6,182
|
Nostromo :
"Enables bridges" works. It does only one thing : before bridges are enabled, a unit crossing a river on a road doesn't benefit from the movement bonus.
For example, your warrior start at left side of the river, on a road. He wants to go to the right side, on a road too. Normally, he would use only 1/3 move, but he used 1 whole move because bridges arent enabled.
__________________
"I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
"I never had the need to have a boner." -- Dissident
"I have never cut off my penis when I was upset over a girl." -- Dis
|
|
|
|
June 13, 2002, 20:36
|
#9
|
Emperor
Local Time: 22:30
Local Date: October 31, 2010
Join Date: Mar 2002
Posts: 3,606
|
Quote:
|
Originally posted by Spiffor
Nostromo :
"Enables bridges" works. It does only one thing : before bridges are enabled, a unit crossing a river on a road doesn't benefit from the movement bonus.
For example, your warrior start at left side of the river, on a road. He wants to go to the right side, on a road too. Normally, he would use only 1/3 move, but he used 1 whole move because bridges arent enabled.
|
I see... But the "enable bridges" flag doesn't seem to be used in the standard game: I just checked in the editor and no civ advance seems to enable bridges. They kept it for Mods I guess.
|
|
|
|
June 13, 2002, 20:46
|
#10
|
Emperor
Local Time: 04:30
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Quote:
|
Originally posted by nostromo
I see... But the "enable bridges" flag doesn't seem to be used in the standard game: I just checked in the editor and no civ advance seems to enable bridges. They kept it for Mods I guess.
|
hi ,
wait a minute , what about "construction" , ....
have a nice day / night
|
|
|
|
June 13, 2002, 21:13
|
#11
|
Emperor
Local Time: 22:30
Local Date: October 31, 2010
Join Date: Mar 2002
Posts: 3,606
|
Quote:
|
Originally posted by panag
hi ,
wait a minute , what about "construction" , ....
have a nice day / night
|
I just checked. No, "construction" doesn't enable bridge either.
|
|
|
|
June 14, 2002, 00:49
|
#12
|
Chieftain
Local Time: 18:30
Local Date: October 31, 2010
Join Date: Mar 2002
Location: Florida Coast
Posts: 59
|
engineering
__________________
eewolf
"craven a go choke puppy"
|
|
|
|
June 14, 2002, 14:19
|
#13
|
Emperor
Local Time: 04:30
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Quote:
|
Originally posted by eewolf
engineering
|
hi ,
yep , "engineering" allows road movement across rivers , ....
that's what it say's at the tech three , ....
its one of the three first tech's in the middle ages .
have a nice day
|
|
|
|
June 14, 2002, 14:30
|
#14
|
Emperor
Local Time: 22:30
Local Date: October 31, 2010
Join Date: Mar 2002
Posts: 3,606
|
Quote:
|
Originally posted by eewolf
engineering
|
I missed that one... Thanks for the info eewolf!
|
|
|
|
June 15, 2002, 19:48
|
#15
|
Emperor
Local Time: 04:30
Local Date: November 1, 2010
Join Date: Feb 2000
Posts: 7,138
|
Everyone - I'm not suggesting new units, rather new unit abilities.
No one is suggesting a new unit made just to kill (or save) terrorists.
But if I want to build a super-cool-commando unit, that can do those things among others, why not??
|
|
|
|
June 15, 2002, 19:57
|
#16
|
Emperor
Local Time: 04:30
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Quote:
|
Originally posted by Sirotnikov
Everyone - I'm not suggesting new units, rather new unit abilities.
No one is suggesting a new unit made just to kill (or save) terrorists.
But if I want to build a super-cool-commando unit, that can do those things among others, why not??
|
hi ,
a parachutist-commando unit would be great , ....it would cost a lot and would have to be UU , ....
it would be able to jump in , and hold ground for a long time , when needed it would be able to fight and kill several infantry units , ...
have a nice day
|
|
|
|
June 16, 2002, 01:02
|
#17
|
Emperor
Local Time: 04:30
Local Date: November 1, 2010
Join Date: Feb 2000
Posts: 7,138
|
why does everything have to be a UU?
I despise UUs. This is not a fekkin RTS!
I want to have an ability to create commandos as I wish.
|
|
|
|
June 16, 2002, 02:34
|
#18
|
PolyCast Thread Necromancer
Local Time: 02:30
Local Date: November 1, 2010
Join Date: Jul 2002
Location: We are all Asher now.
Posts: 1,437
|
Re: More unit abilities
Quote:
|
Originally posted by Sirotnikov
I have sat for some time and decided to invent new unit abilities to allow for more interesting units.
Most of these should apply to special forces units, which should make the gameplay more interesting.
Basically, i'm slightly bored with the litte special forces we have.
Here are my ideas:
Quote:
|
Alpinist - The enemy has no height defense bonus, when attacked.
|
This would be cool. I'd like it.
Commando - The enemy has no forest / jungle defense bonus, when attacked.
|
I would definately like this, I usually start in forest infested area (which isn't nesisarily a bad thing...)
Quote:
|
City Warfare - The unit does not kill civilians when attacks.
|
If it only targeted military units, then this would be great. I can't tell you how many times my artillary has killed "some of the cities population", reduced it to 1, and then begins hitting military units...When I eventually win, the city is raised and I have to found a new city there. Quite a pain when its on a different island.
Quote:
|
Terrorist - Kills civilians and not military units. Ignores military units parked in the city (They do not defend against him) unless they have AT ability.
|
I don't like this one at all. I'm still a bit sensative to anything refrencing to terrorism, biological weapons, etc....This really hits a sensative spot, and I don't want to see the message "Terrorists have struck Moscow!" Too big a reminder.
And it would be annoying. Having my cities reduced to 1 and then automatically raised completly eliminates a chance that they'll culturally revert back to me.
Quote:
|
Policing - Doubles unit's martial law effect.
|
Since I'm already a democracy, this wouldn't help very much for me.
|
|
|
|
June 16, 2002, 09:35
|
#19
|
Emperor
Local Time: 04:30
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Quote:
|
Originally posted by Sirotnikov
why does everything have to be a UU?
I despise UUs. This is not a fekkin RTS!
I want to have an ability to create commandos as I wish.
|
hi ,
only certain civ's should have this or that , .....
maybe they should double the total amount of units , ....
have a nice day
|
|
|
|
June 16, 2002, 11:18
|
#20
|
King
Local Time: 02:30
Local Date: November 1, 2010
Join Date: Apr 2002
Location: The British Empire
Posts: 1,105
|
Royal marines who can attack enemys on a mountain without the defensive bonus, and can also act like normal marines.
i'd like to see a super expensive Spec Ops like SAS, that takes 100turns to build in a good city! and can para drop, and also act kinda like a sub, you can't see them unless they are one square away from you, or 3 squares away from a city!
|
|
|
|
June 16, 2002, 13:12
|
#21
|
OTF Moderator
Local Time: 20:30
Local Date: October 31, 2010
Join Date: May 1999
Posts: 13,063
|
and they have the abillity to nuke any square
and they automatically take enemies cities (as long as they are only defended by one enemy troop)
and if they attack the capital they send that nation into revolution
and they have an attack of 72 and a defense of 34 and a movement of 56
Jon Miller
__________________
Jon Miller-
I AM.CANADIAN
|
|
|
|
June 16, 2002, 13:14
|
#22
|
King
Local Time: 02:30
Local Date: November 1, 2010
Join Date: Apr 2002
Location: The British Empire
Posts: 1,105
|
i'm trying to work out if this is a joke or an insult.
|
|
|
|
June 16, 2002, 19:39
|
#23
|
Emperor
Local Time: 22:30
Local Date: October 31, 2010
Join Date: Apr 2000
Location: New Haven, CT
Posts: 4,790
|
Not either... anyone?
Special ops aren't as important... I want smoother transitions between units. The ones with really bad transitions are the horse units. Suddenly, the attack is doubled and the defense is tripled. Then they get a third MP in addition to two more attack on the next upgrade.
|
|
|
|
June 24, 2002, 00:49
|
#24
|
Emperor
Local Time: 04:30
Local Date: November 1, 2010
Join Date: Feb 2000
Posts: 7,138
|
Jag - I agree.
But this game with no special units is just no fun.
|
|
|
|
June 24, 2002, 02:04
|
#25
|
Prince
Local Time: 21:30
Local Date: October 31, 2010
Join Date: Jun 2000
Location: Massachusetts
Posts: 771
|
Quote:
|
Originally posted by HazieDaVampire
i'm trying to work out if this is a joke or an insult.
|
Neither. He's just sarcastically saying how it's not good to have thousands of jack-of-all-trades superunits. Especially a unit that can swim, walk, and be invisible.
__________________
"I agree with everything i've heard you recently say-I hereby applaud Christantine The Great's rapid succession of good calls."-isaac brock
"This has to be one of the most impressive accomplishments in the history of Apolyton, well done Chris"-monkspider (Refering to my Megamix summary)
"You are redoing history by replaying the civs that made history."-Me
|
|
|
|
June 24, 2002, 11:19
|
#26
|
Emperor
Local Time: 04:30
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Quote:
|
Originally posted by Sirotnikov
Jag - I agree.
But this game with no special units is just no fun.
|
hi ,
, when we got the editor a PTW , and a couple patches later , that means this time next year , then people shall start to make units , new idea's , new abilities , ....
so in all , we have to wait a bit , .....
have a nice day
|
|
|
|
Posting 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
|
|
|
All times are GMT -4. The time now is 22:30.
|
|