new unit: modern infantry

That is funny. He looked good on my computer too, and I never noticed anything in-game. Maybe you got a defective model. Ask Balou for a refund! :D
 
If I'm not mistaken that is M203 grenade launcer attachment for the M16A2 or M4A1 why don't you make him use the grenades for bombardment?!
Oh, and by the way the M4A1 is the shortened version of the M16A2.
 
In my view only artillery should have the bombard ability (because each tile represents a large area that is too big for other projectiles to cross). Even tanks don´t have the bombard ability, so why should the M203 be able to "bombard" enemy units or cities?

By the way my FLICster seems to be working fine now. Don´t know what caused this but the civ colors do work now.
 
Originally posted by Balou
In my view only artillery should have the bombard ability (because each tile represents a large area that is too big for other projectiles to cross). Even tanks don´t have the bombard ability, so why should the M203 be able to "bombard" enemy units or cities?

I give some special ops units (like spetsnaz for example) a low strength bombard value to represent small squad strikes "across the front lines" to weaken an enemy unit, or as a sabotage mission against a hard target when I bombard buildings or terrain improvements. Gotta be a low value with a low ROF so that it won't be unbalancing.

It's more of a harrassment type tactic as opposed to the way that artillery's usually used to soften the enemy for destruction by offensive units. Enemy units that are even slightly damaged by a low strength bombard will often retreat to their nearest city to heal up. It's cool IMHO. :cool:
 
As so many have pointed out already, this is a great unit! I have one question, though. Instead of linking to ..\Marine\MarinesRun.amb, you have made a renamed local copy of this file and the six .wav files that it uses. This is of course a matter of taste, but since the file names inside the .amb file have not been changed, are you sure that the renamed files are used at all?
 
Originally posted by dog


I give some special ops units (like spetsnaz for example) a low strength bombard value

Why? Special Ops units never carry mortars with them because they're too heavy. Also, low bombard values like under 4 rate of fire almost always miss or do hardly no damage so just waste the player's time. I think to be realistic special ops should have high stats like 16/16/1 with all terrain like roads and possibly -1 hp (unless wearing armor) to represent their low numbers compared to regular infantry units. In real life, they have to put themselves in danger to engage an enemy even though they are "elite".
 
Originally posted by unscratchedfoot


Why? Special Ops units never carry mortars with them because they're too heavy.

Originally posted by dog
...to represent small squad strikes "across the front lines" to weaken an enemy unit, or as a sabotage mission against a hard target when I bombard buildings or terrain improvements.

That means the bombard function for these units represents a small detachment that goes forth across enemy lines to engage the enemy with harassing fire, sniping or sabotage, not artillery.

Originally posted by unscratchedfoot
Also, low bombard values like under 4 rate of fire almost always miss or do hardly no damage so just waste the player's time.

Depends on the bombard value, not just Rate of Fire. If the success rate was high then spec ops units would be too powerful and unbalance the game IMHO. :crazyeye:

Originally posted by unscratchedfoot
I think to be realistic special ops should have high stats like 16/16/1 with all terrain like roads and possibly -1 hp (unless wearing armor) to represent their low numbers compared to regular infantry units. In real life, they have to put themselves in danger to engage an enemy even though they are "elite".

Spec ops units never want to engage conventional troops head on. What you're describing sounds to me more like "shock troops" such as Rangers or SS Stormtroopers.

Spec ops units can engage regular units head on if necessary but harassment and sabotage is their standard operating procedure. :cool:
 
Originally posted by Balou
Well, this was a fault of mine. :rolleyes: The run sounds are not used in the game. However, all you need to do is rename them to 'MarineRun...wav'.
As you probably already noticed I corrected that in my latest units. ;)
Yes, I just saw the parachutiste! Very nice! :thumbsup: I must admit, however, that I replaced the run line in the .ini file with a pointer to the Marine .amb (or in the case of the parachutiste the Infantry). It was easier than renaming all six files. :mischief:
 
Balou, are you still considering doing one of these colour versions of this great unit, after the forest camo spetsnaz?
newcolors.jpg
 
Well, most likely not. I think the forest Spetsnaz will be the last thing I will do for civ3. The fact is that I already shifted over to another project, not related to civ3 (but it´s still for a computer game). I just want to practice more in the animation and modelling part without needing to deal with palettes, camera angles etc. This is really what annoyed me the most when doing the civ3 units (before Steph´s SBB it was the cut&paste).
 
Back
Top Bottom