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#101 |
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Deity
Join Date: Jul 2009
Location: ohi-yo
Posts: 2,345
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#102 | |
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Chieftain
Join Date: Sep 2010
Posts: 4
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yup..
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Civilization 5 should support stacking of troops, BASTA! |
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#103 | |
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Prince
Join Date: Aug 2010
Location: Florida
Posts: 305
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#104 |
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King
Join Date: Sep 2002
Location: In your city, poisoning your water!
Posts: 669
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I said it before and I'll say it again: Having even limited stacking would undo all the advantages of 1UPT. It's either 1UPT or >1UPT.
The idea about stacking them just for travel is nice though. |
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#105 |
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Prince
Join Date: May 2009
Posts: 598
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The good: the game is more tactical.
The bad: this type of tactics are on a wrong scale. This is far too big to have the dynamics of Panzer General. The movement is way to short to make it decent. The line of sight of ranged unit is interrupted too often by hills and forests to make it decent on battlefield (admit that, how many times the game forced you to put on the front line ranged unit because of the terrain type?). And there is another issue by muntains and neutral force units, they block your movement as well, and it is unforgivable, because it has not logical sense, like the exploit to defend allied city-state (put your unit around the city state without declaring war to the offender, so he can't attack the city....) So i wanto to understand ho the idiotic fans could explain that to me, with some use of the brain, please... |
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#106 |
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Chieftain
Join Date: Sep 2010
Posts: 18
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1 unit per tile is plain stupid!
![]() When in real world army is attacking the enemy line they don't attack by having infantry at one location and then armored units 200km away. They attack at the same spot, close to each other to increase their power, momentum, penetration ability and mutual support. One unit per tile is just the stupidest thing I have ever seen in any civ game. |
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#107 |
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Warlord
Join Date: Apr 2006
Posts: 294
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I have a very strong feeling that John Shafer never played Master of Magic, and neither did anyone else in this thread who says "it's either infinite units per tile, or 1upt."
The level of ignorance is astounding. Problems like this were solved decades ago by other games, but since we have some 26-year old wunderkind making Civ 5, we get an idiotic attempt to reinvent the wheel. Good job. |
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#108 | |
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Warlord
Join Date: Apr 2006
Posts: 294
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#109 |
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DUKE OF MAGDEBURG, OF BRE
Join Date: Jul 2002
Location: Canada
Posts: 10,106
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Yes, I find it really weird that nobody has mentioned this. I can't really see any downside of using this mechanic in civ 5 instead of 1UPT.
You could alternatively implement some form of high collateral damage rules pretty easily: 1. Strongest defending unit in stack always defends. 2. Every unit in stack takes equal damage.
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Dritarja mbi mjaft pluto, përveç tokës anije rritje shortit duket na e diel drejtuar me vlerë të barabartë me shkrim oh kapur goxha objekt lejojë gravurë shfaqen të tilla humbasin ligjin e përparme me të cilën Distanca moment këndojnë thellë Feed Industrisë Malta song kopsht u bë asia vetë shpresoj dashuroj largët rrokjet takim nuk mund dhomë kënd dëgjoni javën glossary kripë shkroi qese komb ngadalë papritur ndaluar çojë formë qarë ndonjëherë të keqe mbahet trajnimi muaj qeveria prill përpjekje për të mbajtur dublin Xhamajka thotë jordan drejtpërdrejtë puthje përjetë shumë krenar duke notuar game gjuha mund të mbahet brenda makinës oksigjen rezultati vetë orësh shkencës japanese malor qaj Kuba krahas hënës ton trishtuar duhet përgatitur minuta njeriut i përkasin ulem punë tokësore të ushtrisë makinë emocionuese të ngushtë zërin tregojnë as1
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#110 | |
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Chieftain
Join Date: Apr 2008
Posts: 21
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Quote:
I think 1upt is a better system than before, but as now the AI just cant handle it at all, that have to be fixed. Personaly i think 1upt at sea, and 4upt at land with a 1/4 maintenance should be the best solution. With a remaining unit production cost, this should also solute te problem with the pretty unnecessary +Hammer% buildings. Graficaly, One unit should have 3 men so then you have 4 units on a tile you should se 12 men Last edited by aTobin; Oct 03, 2010 at 10:48 AM. |
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#111 |
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DUKE OF MAGDEBURG, OF BRE
Join Date: Jul 2002
Location: Canada
Posts: 10,106
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Unlimited stacking, best defender defends, but if the defender loses, every unit on the tile is killed.
Because civ2 always had either the attacker or defender killed in combat, for an equivalent system in civ5, you'd need to do like I mentioned in my previous post - when a defending unit in a stack takes damage, every unit in the stack takes equal damage.
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Dritarja mbi mjaft pluto, përveç tokës anije rritje shortit duket na e diel drejtuar me vlerë të barabartë me shkrim oh kapur goxha objekt lejojë gravurë shfaqen të tilla humbasin ligjin e përparme me të cilën Distanca moment këndojnë thellë Feed Industrisë Malta song kopsht u bë asia vetë shpresoj dashuroj largët rrokjet takim nuk mund dhomë kënd dëgjoni javën glossary kripë shkroi qese komb ngadalë papritur ndaluar çojë formë qarë ndonjëherë të keqe mbahet trajnimi muaj qeveria prill përpjekje për të mbajtur dublin Xhamajka thotë jordan drejtpërdrejtë puthje përjetë shumë krenar duke notuar game gjuha mund të mbahet brenda makinës oksigjen rezultati vetë orësh shkencës japanese malor qaj Kuba krahas hënës ton trishtuar duhet përgatitur minuta njeriut i përkasin ulem punë tokësore të ushtrisë makinë emocionuese të ngushtë zërin tregojnë as1
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#112 | |
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Deity
Join Date: Nov 2008
Posts: 6,545
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Quote:
If the developers had this as their actual "intention" they were complete fools - but I don't think that was the case. The "intention" was to introduce something new to the series that would impress players/take up a lot of time/allow for just doing more stuff moving units around in combat, because it was believed players were "bored" with the older civ games. The reduction of the total number of units was accomplished an entirely different way with an entirely different reason - by increasing the cost of units and changing AI handicaps. Neither of those things proved effective, but they are also unrelated to having 1 unit per tile - they could have simply reduced production and made units more expensive overall regardless of whatever system unit movement and combat used.
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"I hope you have not been leading a double life, pretending to be wicked and being really good all the time. That would be hypocrisy." |
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#113 | |
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Luddite
Join Date: May 2006
Location: Babylon
Posts: 2,361
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#114 |
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Give it a tumble, sport
Join Date: Apr 2002
Posts: 772
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Alot of cocksure foolishness in this thread...
I have advocated a 2-4 stack and -1 range adjustment (-2 to longbows) since release, for a great many reasons. But mainly, because it is, with a long history of Civ playing, what I consider to be the best balanced system satisfactory on all levels. It removes SOD, which from both a gameplay and sensibility standpoint are a bit silly. It resolves movement issues, where neutral units in your territory create tedious bottlenecks, or ridiculous scenarios where your general cannot share a tile with a worker. It treats combined armed armies like true armies, and allows common sense options like escorting a wounded unit, or providing cover for ranged units, etc. Old era ranged units should have ranged attack only to adjacent tiles. Anything more is just mind boggling silly. If I can shoot arrows across a one hex lake and damage a unit on the other side, that is just ridiculous. And the reason it exists is because of the 1UPT limit. The natural design is to have a archer unit stacked with melee, allowing a ranged attack into an adjacent unit before a melee strike. The fact is cavalry, melee, and ranged units all occupied the small battlefield tightly on a scale so small it would represent a pixel on your screen. It would seem to me a trivial thing to change the stack limit to 2-4, with a stack/no stack option in the start game menu. I believe this is where we will end up, with folks able to play what they find most enjoyable. And I believe over time, that will begin to heavily favor the small stack option. |
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#115 | |
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Warlord
Join Date: Mar 2002
Posts: 219
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Quote:
With 3upt in medieval era you could just stack one crossbowman, one longsword and one pikemen and there would be no counter to your stack. Indeed it would not be very different from having unlimited stack. Stacking units was the big downfall of Civ4. Civ4 had great many different units with different strenghts and weakness. You had cavarly useful against archers, pikemen useful against cavarly and so on. In the end all of this was utterly useless because of stacking. ![]() Let stacking rest in peace. There are many games that have implemented 1upt with a decent A.I., try Battle for Wesnoth for an example. Let's just hope Civ5 A.I. will improve
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#116 | |
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Prince
Join Date: Feb 2006
Posts: 310
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#117 | |
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Give it a tumble, sport
Join Date: Apr 2002
Posts: 772
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Quote:
To me, the problems with SOD were: Tedium Silliness Inability to deal damage (except with siege, and even then, you likely didn't do near enough damage and lost your units because they had to "melee" the stack) Make the stacks small, and you defeat them all. And now that you have a stack, you avoid the tedium of movement, add the ability to protect a wounded unit, cover for archers, realistic ranged attack, etc. Note, gameplay would dictate some of the more nuanced decisions to make about a limited stack - how is ranged damage applied, who defends in melee, etc. But it is a more elegant, richer system to my mind than 1UPT, which killed the SOD but brought it's own issues. |
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#118 |
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Chieftain
Join Date: May 2010
Posts: 95
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#119 | |
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Warlord
Join Date: Mar 2002
Posts: 219
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Quote:
Example, related to yours. If I want to succeed in battle I have to manouver my forces in such a way that I can attack your rock with my paper and so on. Let's say you have a 3 unit stack. One paper, one scissor and one rock. I attack you with 3 papers. In your example you think I can overwhelm your stack easily but I think it's not the case. In fact, my first attacking paper meets your scissor (best defender) and dies. My second paper perhaps is barely able to kill your scissor. In that case, my last paper meets your paper, that being the defender could be fortified or located in good terrain, so the chances are against me. This generic example shows that:
I believe that 1upt can and will be improved but there's no sense in going backward. P.S. Besides theory I experimented playing 2upt and 3upt with "A New Dawn" mod for Civ4. It has the same old problems, it's difficult to employ counters and to use tactics and terrain. Mixed stacks rule. |
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#120 |
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Prince
Join Date: Mar 2010
Posts: 364
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Because it will only accomplish what 1upt has already accomplished, an emphasis on troop placement, but will create even more tedium in battles.
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