Recent content by David Prosser

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    Mines and wire

    Apollo: Hi Apollo. Hope ypou didn't lose anyone in the terror attacks. I guess if they can not be made to require no support, then the next best thing is to have them require the bare minimum. I have no experience in unit modification either. I was kind of hoping somebody would read the...
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    Mines and wire

    Conobelin of Hippo: This sounds like a good idea. Your idea that minefields slow down hostile movement is precisely correct. I am not sure I could change the game to make the new terrain, and engineer unit. My ones would probably cause a DTD, or blow up on contact. [I turn the computer on, use...
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    Mines and wire

    Hi Peteus. Basically stuff that wondered into a minefield would be destroyed/damaged. Say you were playing on a partly unexplored map, with the grid on. Your Transport moves 5, two of the squares are visible , and the other three are in unexplored territory. Upon entering square 4, the Transport...
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    Mines and wire

    jomey: Hi Jomey Aircraft could totally ignore mines, as they can not presently land anywhere than on an airstrip, or in the water. However a mined airstrip might pose a headache :-) Cheers David
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    Mines and wire

    allan Member # 1482. Hi Allan. Mine sweepers would be useful so that one did not have to take damage with scarce war ships by way of clearing mines. The trick is to make them "sweep" the mines. One would have to program them the way engineers are programmed to deal with pollution. Failing this...
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    Mines and wire

    Hi PinkyGen. The new " sea mine unit" which you can create acts the same way as a sub, but does not move, and is destroyed on contact. They would certainly be good protection against Transports. So would a new terrain itme "Reef" from one of the modpacks I think.It would be uncrossable by sea...
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    Mines and wire

    allan: Hi there Allan. Defence of 4-5 sounds OK, but they should be able to blow any Transport/Merchant Ship out odf the water. Historically these were their principle target.As for making a mine sweeper, it would have to be put in one of the "new" unit slots. Getting a gif on one from the...
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    Mines and wire

    The Splang: You could do them like Paras I suppose. On contact, both mine, and unit would be destroyed. The sea mines from the Modpack have sub ability, and are destroyed on contact. As for uploading a modpack to this site, check out the help, and scenarios sections. I think you will find the...
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    Mines and wire

    Smash: I think I know how to use the extra slot to make a sea mine, and a minelaying sub to lay them. That is the easy part. Creating a unit to sweep them, and survive the experience would be the hard part. One would have to, I think try to create a new 'sweep' command, like P for clean up...
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    Mines and wire

    they were in a scenario or madpack. I would like to see them as a permanent feature.
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    Mines and wire

    Yes, the gif was from either a scenario for the barbed wire, and a modpack for the sea mine. Either way, a method of laying, and as important clearing them would be useful for a patch.
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    Mines and wire

    I was wondering how sea mines land mines, and barbed wire defences work in Civ II? Sea mines are available, and can be built. They can be laid by any ship that can take cargo. I was wondering how they were swept though. Can one build a minesweeper? As for landmines, and barbed wire, how are...
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    Natural disasters

    Planet blight, and sever hail sound like a disaster for s fairly short duration game. the virus sounds closerI had not thought of an earthquake makinf a landbridge. the Storm flood sounds like what a regular flood might do to a 1-2 size city. Crop failure might be a good idea. My guess is that...
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    Natural disasters

    I have heard of Sim City, but not played it. I think I may have watched someone's 11 year old play it for a few minutes. Good point.I guess the natural disasters should only be activated after everyone has at least three cities. Also there is no reason that natural disasters can't occur in...
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