A request to those who use the new unit flcs

Dark Sheer

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Nov 15, 2001
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For those who are using the animations that I have created so far, what are the stats that you guys give to the units?

And has anyone created any good Civilopedia text for these units? I would like to have some of the civilopedia text if someone have created them ;)
 
Hey DS, How's it going? :) Here's the Civ text I came up w/ for the missile frigate. As for the stats, they wouldn't be very useful, since I altered all the other ships as well.




#PRTO_Missile_Frigate
^
^
^[Missile Frigates] are the modern equivalent of the Destroyer Escort, essentially a cost effective
surface combatant suited to screen (insert links to Carrier and Transport) or to
conduct antisubmarine warfare.
#DESC_PRTO_Missile_Frigate
^
^
^Modern missile frigates are a cheap, if limited, alternative for naval operations, and are intended to
provide open-ocean escort of amphibious ships and convoys in low to moderate threat environments. Nevertheless,
it is a robust platform, capable of withstanding considerable damage, as demonstrated when USS Samuel B. Roberts
struck a mine and USS Stark was hit by two exocet missiles. In both cases the ships survived, were repaired and
have returned to the fleet.
 
I am not doing too badly I guess. Ever since the completion of Scud Launcher I have been writing that tutorial. :)

Now that the tutorial has been completed, I am relaxing a bit. Trying some funny things here and there. I am currently working on some circular railroad titles (half way there, when completed the screen will be full of big and small circles :lol: ). I have also been looking at the possibility of importing some of the Ultima Online graphics over for those who have been asking for fantasy units ;) (take a look at the run sequence I posted on Flicster thread).

Perhaps its time for me to join one of the succession game. Any plan to start one? :D
 
mine is 14/8/5, since those modern frigates are rather offensively minded, i think. prerequisite is "nuclear power". this way it kinda serves like the modern warship of choice until the AEGIS cruiser gets available.

it can also carry 4 nuclear missiles/cruise missiles, but i also raised the nuc. sub's to two and my AEGIS cruiser can carry even 6 of them. oh yes, and my cruise missiles, as you might have guessed already, can now be carried by ships (actually only those three) and have a range of 6 (like that of the tactical nuke).

and by the way: great work, dark sheer. i love the frigate animation!
 
Thanks alot for the feedbacks on the Frigate. :)

But I am sure there are more people out there using those units right? Comon, all 5 of the new animations get from the lowest 200+ downloads to the highest of close to 600 and only 3 people giving me their info? :rolleyes:

Those who are using the Scud Launcher, Army Truck and Crossbowman, I would like to see some Civilopedia text and stats on these unit as well.

:king:
 
*BUMP*

C'mon, people, think of what Dark Sheer has done for all of us...


About a succession game, I have a hunch much of my free time is going to disappear rather soon, so I probably won't have the time for one.
Damn, I guess I should have joined one sometime back... :)
 
Thanks for bumping this page to the top ;)

I guess those who are using the new units must be busy playing with those new units after the download :lol:

My own free time is also slowly slipping away but I was thinking maybe someone can start a succession game that is free for all. Anyone who is interested can just jump in a grab the game. That way anyone who do not have that much time can still join in to have some fun. :cool:
 
You are right Dannyevilcat: it IS selfish of me to use Dark Sheer's unit graphics and yet not give a reply to this thread. So here goes....

The Crossbowman: this unit is a must for both looks and historical accuracy. I gave it 4/1/1, the same as the original Longbowman, and made the Longbowman 4/3/1 which can only be built by the English and Americans (why the Americans? Well, the Americans WERE culturally English, at least until the late 1700's. So if we Brits can build 'em, then so should the Yanks!).
My upgrade tree is now:
Archers/Bowmen --> Crossbowmen --> Longbowmen --> Musketmen

The Scud Launcher: I use this graphic to represent all land based missiles, i.e. Cruise/Tactical/ICBM, and gave them 2 movement. This means that they all look the same I know, but a simple right-click on an enemy unit soon tells me the unit's real name and purpose.
I want to create a new air unit called "Tomahawk Missile" which will use the original Cruise Missile graphic and will be immobile and can be loaded onto Nuclear subs and your Guided Missile Frigate, but I may need some guidance myself on how to do this effectively & historicaly! (As for stats, I'm using Scipio Africanu's detailed and in depth article about modern naval warfare in Ungooo's old thread. SIDENOTE --- Scipio, if you are reading this, is there any chance of putting your article where more people can read it, maybe in the "Tutorials, Reference & Guides" section perhaps? It certainly opened my eyes about modern warships).

The Lorry/Truck: ....er....don't get me wrong....I DO like it....but,er....I just can't find a use for it! It would be nice if it COULD be used as a land transport unit, but as others have pointed out, the AI won't use it that way.
I was thinking of merging this graphic with the Infantry graphic into a new unit called "Motorized Infantry" (very important for WWII). This new unit would have all the stats and look like the original WWI type Infantry, except it would have a movement of 2, and when it moved it would temporarily turn into your Lorry/Truck graphic then back to the stationary Infantry unit when it arrived at it's destination.
Unfortunately I'm no graphic expert and I'm still learning from your excellent tutorial. Give me time....

Anyway, keep up the good work! Even if they don't answer, I'm sure many people out there are using your beautiful creations. I certainly am!
 
Hey, thanks Kryten ;)

Actually I am just wondering what stats everyone is using and I thought since these units are not originally from the game it would also be good to discuss some of their stats here. :)

Personally I thought giving a crossbowman (which I make it available with Feudalism) only a defense of 1 is a bit too low. I would expect these to be wearing much better armor and in fact some of the crossbowman do carry sword to defend themselves.

I haven't got the chance to see the AI build the truck yet. But I have seen the AI build APC before. No idea if they use it to carry units as we can't see whats inside a transport. :crazyeyes:
 
Well just got around to making my way into this thread, dont have much time for CivIII with all im trying to complete. Lots to do and all :beer:

I have yet to actually implement the units since ive been doing a lot just to figuer out how I make and implement a unit using the hacked editor. I dont seem to be able to add one from scratch with the add button added to the units section... but thats an entirly different subject. Heres what I plan to use and what their abilities will be.

Scud Launcher
-------------------
Attack - None
Defense - None
Movement - 2 (This is to show that these vehicles can maintain a speed similier to those of world war II tanks while carrying a one to two ton missle aboard)
Bombard- Slightly lower then the cruise missle since it has a smaller warhead capability. (Cruise can carry up to a 1,000 pound ordinance, the scud carries a usual 500 lb'er)
Range - 3 (Large range, about 300 miles)
Rate of Fire - 2 (takes about 15-20 minutes to prepare for launch and execute, the U.S. cruise missle takes about 10)

Perry Class Frigate - Renamed to - Guided Missle Destroyer
---------------------------------------------------------------------------
To many modifications had been made to naval combat in the whole to be able to convey how the GM Destroyer would be in a normal game. Its main purpose is to deliver Tactical missles (including cruise missle's) to a target source while simultaniously being able to handle and engage air threats within its range. Therefor its attack and defense are nominal with that of the previous model of Destroyer (sub hunters) and that of the battleship (reworked heavily to fit its proper role in naval combat. There for it has air interception on, can carry 5 tactical missles (nuclear, cruise, or harpoon), and have the same speed as that of its 30+ knot counterparts on the sea.

Crossbowman
------------------
I decided to make the crossbowman the natural progression unit for the Archer. The longbowman has become the UU for England as it was a significant unit for them during the 100 years war and continued to be all they way up into the mid 1400's.

Attack- similier to the longbaws
Defense - Similier to the longbowman
Movement- 1

I really dont use any other units.
 
Hi there Scipio

It seems that most people are pretty busy around this time (me included ;) ). Thanks for the stats, no Civilopedia text done so far?

Its funny you can't add a new unit using the hacked editor. What I usually do is to click the add button then name the unit say scud launcher. Change the stats to what I want in the editor. Go to the art\units folder and create the relevant "scud launcher" folder and dump all the necessary files in the folder. :)

I hope to see your Carrier unit soon.

Cheers :king:
 
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