October 19, 2002, 02:50
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#1
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Firaxis Games Programmer/Designer
Local Time: 05:35
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Maryland
Posts: 9,567
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A Way to Make Navies More Useful
Well... partially.
In my mod/scenario, I've created a new resource called 'trade', which goes on coastal tiles. Generates 10 commerce, or so. When you go to war, you (or the AI) can just sit naval units on top of the resource, and bang, that's -10 commerce for every tile he sits on. While it may not work exactly as it should, it's still a better representation than the current system. And there's no way to counter it without your own navy.  The only problem I see with this is how it might skew commerce values a bit (imagine a nation with 10+ trade tiles early in the game  ).
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October 19, 2002, 03:16
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#2
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Prince
Local Time: 04:35
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Oklahoma, USA
Posts: 557
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How about making it so any ship with an attack power thats in the city radius makes it so all coastal/sea tiles for that are unusable. It would devastate coastal citys and certainly make people do more then just send workers over to repair whatever you bombard.
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"Every good communist should know political power grows out of the barrel of a gun." - Mao tse-Tung
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October 19, 2002, 03:19
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#3
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Firaxis Games Programmer/Designer
Local Time: 05:35
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Maryland
Posts: 9,567
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Yes, but, we can't do that...
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October 19, 2002, 04:06
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#4
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Prince
Local Time: 04:35
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Oklahoma, USA
Posts: 557
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Oh yeah, i'm an idiot. Thinking of new ideas rather then just trying to work with what we've got, heh. That might be a good way to go about it, so long as it doesn't give too much of an advantage. Tradtionally coastal citys are usually pretty prosperous anyway, wish we could link the 10 to commerce to when they got the harbor, not before hand so small vishing villages don't get it.
__________________
"Every good communist should know political power grows out of the barrel of a gun." - Mao tse-Tung
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October 19, 2002, 05:04
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#5
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Emperor
Local Time: 02:35
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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To have a Trade resource every 2-3 tiles of coast (instead of EVERY coastal tile)...
It would be quite valuable, even if a harbor wasn't there yet.
Even without the Trade resource, putting a ship on an opponent's Fish resource can often cost them alot.
__________________
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.
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October 19, 2002, 05:41
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#6
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Deity
Local Time: 11:35
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
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Quote:
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The only problem I see with this is how it might skew commerce values a bit (imagine a nation with 10+ trade tiles early in the game ).
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What if You make it so that harbors are prerequisite in order for the resourse to show up (maybe even later)
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October 19, 2002, 05:59
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#7
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Emperor
Local Time: 10:35
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Praha, Czech Republic
Posts: 5,581
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Quote:
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Originally posted by alva848
What if You make it so that harbors are prerequisite in order for the resourse to show up (maybe even later)
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Yes, that is exactly what I was thinking of... make the new resource available only with some reasonable tech (roughly corresponding with the period that saw sea trade routes being established in real history). Perhaps Map Making would be a good choice, Navigation and Astronomy also come to my mind.
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October 19, 2002, 06:05
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#8
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Deity
Local Time: 03:35
Local Date: November 1, 2010
Join Date: Aug 2001
Location: of naught
Posts: 21,300
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Someone's on to something here...
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October 19, 2002, 06:49
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#9
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King
Local Time: 09:35
Local Date: November 1, 2010
Join Date: Jan 2002
Location: of Scotland
Posts: 1,383
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One of the best ideas I've heard in a while.  I've noticed several modders have gotten gradually more dissastisfied with the civ3 engine and the way the game works. This is a great idea, but it's still limited by the engine. Might I suggest you pop over to the this website and take a look. Eventually, we'll be discussing this sort of thing at this forum
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October 20, 2002, 14:17
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#10
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Prince
Local Time: 09:35
Local Date: November 1, 2010
Join Date: Jan 2001
Location: USA
Posts: 815
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Well, I almost added a Navy Army, just as a glorified transport, meaning one could transport more units than the regular caraval or whatever. Use a Great Leader before one can build it like an army, but the leader and usual army can only be a land unit, so the only thing I could make was a transport with bombard capability.
Just using the regular army icon graphics and using it out at sea to transport more units.
With a Great Leader then, one could build a land army or a Navy Army with more transport ability, maybe even adding an attack value plus the bombard capability while transporting a few more units.
Still have to work on it. Each age would use the Army icon used, although a different graphic would be nice, that may come later, if at all.
Do one for air transport also, maybe for later in the game.
Needed Harbors for the Navy Army flag thing transport.
Of course, the computer can use it also.
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October 20, 2002, 14:35
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#11
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Emperor
Local Time: 04:35
Local Date: November 1, 2010
Join Date: Mar 2002
Location: listening too long to one song
Posts: 7,395
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Thats a great idea Trip.
What would the implications be as far as the commericial dock is concerned?
I would like to have a navy, really I would. Please give me a reason to build one.
Next, work on how to make my airforce more useful  Though it will be when the new editor comes out and I can go on long bombing runs.
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