Originally posted by Wobbegong
Still, I've heard too many stories about Paint corrupting people's Civ2 graphics files.
Its the color-related problem you're referring to right? If you use bmp instead of gif format, this problem does not arise. If you use the wrong palette color (the 'pink' background I think) with Paint, the program will crash. I never really bothered confirming what the problem was since you can use bitmap instead (and that's the format the Civ2 Editor saves in anyway). But gif files are smaller so that is a factor to consider I guess.
Paint is suitable for average unit design (although starting from scratch is no picnic --it's always best to use an already existing frame (infantry, mechanized, ship, cavalry) and build on that. If you go beyond that, Paint will probably not be appropriate.
The reason why I suggest smaller, or proportional units is because I've found that many scenarios use units that take up practically the whole slot (especially where mechanized units are concerned). When you have many of these units adjecent to each other, it looks like a mesh of colors rather than independent units. Granted, in the end this is a matter of personal taste, but I find that the clearer the overall image, the more comfortable players will be playing the scenario.
There is of course the other tendency to make units so small that no amount of zooming in will improve the unit image.
If you look at the example image I posted above, you will notice that the infantry unit sort of looks like a blotch with two legs. So, I use the term proportional lightly.
I guess if you were to set a standard, you would place ships as largest (takes up maximum amount of space in slot) next to cities and infantry as 'smallest.'
Just note that athough graphics are good, the strategy element always takes precendence over everything else. Although watching a bunch of letters (representing unit types) walking around on the screen might not be pushing it.
The other thing to note is that you don't necessarily want the units to cover up the hard work you put into terrain design.