Suggestions & Ideas Misch

truhijo

Chieftain
Joined
Nov 9, 2006
Messages
9
Well I have a bunch of cool ideas for the mod, but they don't seem to fit in anywhere else.

For starters I have a fair ammount of programming experience with VB, and othe rmeschallenous experience, I have the SDK for warlords, and vanilla, and VB express '05 as well as V++ '05 express.

Now for suggestions

1) It seems that from what I read the '39 team is having problem's putting in paratroopres into the mod. Well for starters they had a major effect on the war, D-day would iether have not been a success or would have cost a lot more lives if british and americna paratroopers hadn't jumped before hand and took out stationary weapons, bridges and infrastructure. Other paratrooper operatins included the german jumps into central eruope, operation market garden (failure) and in the pacific war , they were used to capture weak defended air bases. How do we reflect their RL effect into the game.

I propose that we add a new structure the "Arial deployement Center" this would have to be be built by wokers or infrantryman, and later on after you discover a certain technology, you can build land mover, and they can build these arial deployement structure. Since airfields were phased our from civ3 to civ4. These structure will house bombers or not. but what matters is you'll be able to move paratroopers onto the center and then deploy them anywhere within the operational zone in that turn. Making rapid attacks in 1/10th the time of regular infantry units would take possible, as well as avoding enemy ground forces that are in places where you dont want to fight.
Paratroopers can't be created like every other unit, you'd have to upgrade infantry units to paratroopers. Paratroopers avoid a city's defensive bonus,and land defensive bonu, and if the enemy city is in range, can attack it the same turn they're deployed. Stregth can be worked out if you adopt the idea, just as well as any other specs, but yeaht his is my opinion. Paratroopers would have to be expensve, effective versus regular infantry, but weaker against any armored units (possible tech upgrade for anti-tank paratroopers), so it would require a massive jump to take a well defended city, which means massive mullah. with this idea, you're probably going to be seeing paratroopers tearing down enemy infrastructure, or harrassing a regular infantry march, or taking out vulnerable units. Or sent before-hand an operation to weaken the enemy.

Also I have another idea for production. In world war II, the Industrial output of every nation was tested and pitting against one another. Many times a tank's or plane's parts were constructed in several locations and brought together at a plant to assemble. It would be cool if we could do that in '39. link 2-4 cities together to produce 1 unit, between all of them. It would probably something in the city display a button that says "link to" and then a pop-up box with all the available cities. there would have to be one city, where all the others are hooked up to. And that city would produce one or two units a turn depending on how cheap the unit is. What this means instead of a bunch of units being built in several locations, so that every 6 or more turns you'll have a new generation of units, one location will build that unit every turn. This as an optional would be great for strategy, as you can use both systems at the same time if you have a lot of cities. For example providing re-inforcements at an important time, to keep pressure on the enemy, instead of letting your forces die out in wait for the next batch of units.

I have a bunch more ideas, but I have to play '39 more, to see if they would work or not, for example I have a good navy idea, but I'm not sure if '39 has space for naval warfare, it seems concentrated in mainland eruope.

Somethign I'd like to see in there is much greater imporrtance in natural barriers, rivers and moutnaints and such. these played a big role in WW2 and in every modern war. If there is a river that divides you and your enemy, you must build a bridge, and then you must control the bridge. Let your enemy destroy the bridge and you can't fight him , let the enemy control the bridge, and now you in danger! I'm not sure to what extent russia is shown on the map, but the Ural mountains stop every offensive there, and make them squeze through cracks in the mountain range. Which is the German paratrooper division saw a lot of action in Russia. Also imprtoant are the swiss alps, between Italy and the rest of Europe, and the Pyrennes mountains that seperate Spain and France, which made Hitler think twice about betraying thier revoluccionary friends in Spain.
These things cant be so big or else they'd hog the map, but they could be small and powerfull .requiring again construction of bridges, utilization of paratroopers and or concentration of forces through small openings.

I would say ranged bombardement but I hear you guys are already tryign to figure that out.

another interesting thing to see would be an arms race, but that really would best suit the maritime warfare, and again I'm not sure on how that goes. But the concept is, as the game progresses, the units become more powerfull, and more expensive, for all the players. You can play it off however you'd like if you just want to modify the strength and the cost with the progesison of time, or you could just interchange the units as time goes on, bigger ones, faster planes, deadlier tanks.

Liek any noob I'm full of ideas, and shy on the difficulty to put them in, but I'd be willing to work on any of these thigns myself.
 
For starters I have a fair ammount of programming experience with VB, and othe rmeschallenous experience, I have the SDK for warlords, and vanilla, and VB express '05 as well as V++ '05 express.

Do you think you'll be able to make some changes in SDK or Python?
From what i know there are troubles to make SDK working on V++ '05 express - the code needs to be edited.

It seems that from what I read the '39 team is having problem's putting in paratroopres into the mod.
Yup it's real problem - we're waiting for BtS where paratroopers will be available. I agree with most of the ideas of Paratroopers.

I propose that we add a new structure the "Arial deployement Center" [...] Since airfields were phased our from civ3 to civ4. These structure will house bombers or not. but what matters is you'll be able to move paratroopers onto the center and then deploy them anywhere within the operational zone in that turn.
This is our next thing we would like to add - I can't imagine Pacific Scenarios without Airfields. There's modcomp adding Airfields that allows Airlift - we'll check this.

Also I have another idea for production. In world war II, the Industrial output of every nation was tested and pitting against one another. Many times a tank's or plane's parts were constructed in several locations and brought together at a plant to assemble. It would be cool if we could do that in '39. link 2-4 cities together to produce 1 unit, between all of them. It would probably something in the city display a button that says "link to" and then a pop-up box with all the available cities. there would have to be one city, where all the others are hooked up to. And that city would produce one or two units a turn depending on how cheap the unit is. What this means instead of a bunch of units being built in several locations, so that every 6 or more turns you'll have a new generation of units, one location will build that unit every turn. This as an optional would be great for strategy, as you can use both systems at the same time if you have a lot of cities. For example providing re-inforcements at an important time, to keep pressure on the enemy, instead of letting your forces die out in wait for the next batch of units.
Idea is great but i think it would make game more complicated and brings to much micromanagment. I'll keep this idea in mind.

I have a bunch more ideas, but I have to play '39 more, to see if they would work or not, for example I have a good navy idea, but I'm not sure if '39 has space for naval warfare, it seems concentrated in mainland eruope.

It has more naval units will appear - mostly for pacific scenario.

Somethign I'd like to see in there is much greater imporrtance in natural barriers, rivers and moutnaints and such. these played a big role in WW2 and in every modern war.[..]
It sounds like real tough for implementation :(

another interesting thing to see would be an arms race, but that really would best suit the maritime warfare, and again I'm not sure on how that goes. But the concept is, as the game progresses, the units become more powerfull, and more expensive, for all the players. You can play it off however you'd like if you just want to modify the strength and the cost with the progesison of time, or you could just interchange the units as time goes on, bigger ones, faster planes, deadlier tanks.

Liek any noob I'm full of ideas, and shy on the difficulty to put them in, but I'd be willing to work on any of these thigns myself.

Yes it suppose how it should work - when new techs appear - new (stronger and more expensive) units appears.
Thank you for so much new ideas - some would find way to the mod if possible (sdk and python isn't easy:()
 
the civics could use a touch or two - i.e. the authoritarian monarchy civic is plain useless - it only provides extra culture per specialist. make it more appealing to adopt. other civics should also be more unique, each with at least 3 similar bonuses, and different AI countries should stick to their inherent civics (Hitler to fascism, Stalin to communism, roosevelt to left-wing politics, etc.) and not be able to change it (at least the government civic), so that churchill doesn't adopt communism, or hitler right-wing politics:crazyeye:

best of luck with improving this awesome mod!
 
Thx for idea - maybe not sticked but perhaps very hard to introduce - and ai shoul very like this civics so stalin would 10 times rather put communism than fascism - i think Zebra made this modcomp.
 
the point of this game is to change history, not to re-create it. You may argue that a scenerio is to do that. But a scenario only puts you behind the seat of a specific event, and then let you re-write the textbooks.
 
exactly - it's because i don't like to made them sticked, just preferable (civics that ai likes much)
 
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