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#1 |
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King
Join Date: Jan 2002
Location: UK
Posts: 728
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Arms Trading
For the world 2003 scenario we have added new recources which are invisible but represent arms contracts. This means you can say for instance give Israel contracts to build the Apache helicopter if you are the US. This means to make an Apache the recource u need is this contract. This makes the scenario fit in with modern military world. This means country's such as Russia etc can make its money by selling its tanks. This is a revolutionary idea. First thought by me and worked out by Maciek. This should change the way we look at scenario making and changes the outlook of civ3. This makes the possibility say in a world war 2 scenario for the UK to supply Russia with arms etc.
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#2 |
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Interesting, but if each country only has one resource they wont sell it, if they have two it does´nt really matter. Or did I misunderstand something?
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Medieval European Mod II 1.3 | Giant Earth Concept Map (256x256) | East Asia Mod | The YP Archives |
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#3 |
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King
Join Date: Jan 2002
Location: UK
Posts: 728
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Ok, the US for instance has about 7 contracts for abrams, 5 contracts for apache. They have enough recources to sell. This makes money come through for nations. did that explain it?
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#4 |
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King
Join Date: Jan 2002
Location: UK
Posts: 728
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Also only the US has contracts for things whitch are made by the US such as the Apache. This has been tested and it works, Country's wanna buy them and when they do they can thus make that unit.
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#5 |
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ok i see, but the country arent really selling the units, they are just selling a resource. I dont really see the difference between that, and selling Iron if you were the only civ to have it. Its a good way to use resources though.
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Medieval European Mod II 1.3 | Giant Earth Concept Map (256x256) | East Asia Mod | The YP Archives |
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#6 |
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Deity
Join Date: Dec 2001
Location: Grand Rapids, MI
Posts: 2,451
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What an ingenious idea! Very cool! Good work.
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#7 |
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King
Join Date: Jan 2002
Location: UK
Posts: 728
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Well the thing is this is a specific recource for a specific unit. You dont have the recource u dont have the unit. I think its accurate enough. As the scenario is in weeks.
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#8 | |
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Quote:
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Medieval European Mod II 1.3 | Giant Earth Concept Map (256x256) | East Asia Mod | The YP Archives |
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#9 |
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King
Join Date: Jan 2002
Location: UK
Posts: 728
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Well not revolutionary for Medievil Scenarios. Its a different way of looking at world war 2 and modern day scenarios though.
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#10 | |
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Quote:
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Medieval European Mod II 1.3 | Giant Earth Concept Map (256x256) | East Asia Mod | The YP Archives |
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#11 |
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King
Join Date: Jan 2002
Location: UK
Posts: 728
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Very, to=too? anyways its a cool idea.
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#12 |
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Yes its a cool idea. And sorry I will never figure out when to use too and to, but thats just me
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Medieval European Mod II 1.3 | Giant Earth Concept Map (256x256) | East Asia Mod | The YP Archives |
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#13 |
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King
Join Date: Jan 2002
Location: UK
Posts: 728
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its revolutionary in The World 2003 scenario, .
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#14 | |
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Quote:
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Medieval European Mod II 1.3 | Giant Earth Concept Map (256x256) | East Asia Mod | The YP Archives |
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#15 |
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Sailing the Seven Seas
Join Date: Mar 2003
Location: Pittsburgh, PA
Posts: 556
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That could be nice I still dont get it quite yet but I'm working on understanding.
(My 100th post YAY)
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"This accession of territory affirms forever the power of the United States, and I have given England a maritime rival who sooner or later will humble her pride." Napoleon Bonaparte |
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#16 |
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Ard Ri
Join Date: Aug 2002
Location: Ireland
Posts: 2,394
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I was going to use the same idea for a mod to recruit mercenaries, but i was just going to tag the units to a resourse that one kingdom had a lot off and no other had. Other choice civs had the unit as buildable, but need to trade the resourse to build the units.
Same principle, although I like the idea of naming the resource contracts for specific units.
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When I read about the evils of drinking, I gave up reading. 3D Euro leaderheads with pdescobar. [Suraman LOTR leaderhead: Animated. |
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#17 |
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King
Join Date: Jun 2001
Posts: 946
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I really think its revolutionary
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#18 |
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Pthooey of Tomainia
Join Date: Mar 2002
Location: Oulu, Finland
Posts: 1,439
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Me too thinks it's revolutionary - very useful in ww2 and post ww2 scenarios like you said.
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#20 |
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Deity
Join Date: Feb 2002
Posts: 11,261
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Unit factories as resources have been discussed before, to try and make bombing of factories a legitimate strategic attack in WW II mods.
How do you propose making the resources "invisible"? Or do you want to just guive a handicap to the human player? There are a plethora of ideas out there as to units, buildings etc... the trick is trying to get the Ai to use them correctly. I would suggest you go with the apache factories for your 2003 scenario, especially since it is going to be a pre-made map anyways. |
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