Discussion in 'Civ3 - Unit Graphics' started by ripptide, Oct 25, 2004.
WW2 German tank destroyer
Ah yes, another unit frenzy from Ripptide
A perfect unit for my orcs.
A beautiful vehicle ripptide
Nice update, Ripptide
Fine Job ripptide, I like the Gold/Bronze color and the Ballistics and Death are Great...the poor Guys inside no doubt were Roasted
Nice update from the master of panzers; the textures and animations are greatly improved, imho.
Cripes! That thing is huge! No wonder they called it the elefant
I told them not to smoke near the fuel tanks but noooooooooooooo.....
Has anyone made a Maus?
I still got high hopes for that churchil and that leo 1
yep Kinboat, its almost ready for re-release as well )
sorry bout that W.I.N.T.E.R, pretty well forgot about them. I'll be away all of next month but I'll try and keep them forward on the list.
Old time favorite. I like the new tweaks you've done.
I must ask what's the best way to put these Tank destroyers in th egame.
Normally they are a sort of tanks, but perhaps more of the defensive type.
Civ3 doesn't have that extra for units to be effective against certain types of other units.
So what are you folks different solution on this issue ???
Please setup how you treat normal tanks vs tank destroyers and I will be happy to compare.
PS Just another super unit Ripptide. Armor units are your thing (well aircrafts too for sure). Love to see more ....
Slightly higher attack than tank counterpart (tank destroyers often had larger calibers than their normal, turreted versions),
Lack of the turret also affects defence: Slightly lower defence than tank counterpart, as once spotted the unit is at a disadvantage,
Higher Speed (lighter) makes this unit a prefect attacker: More movement points than tank counterpart,
Less Armor Protection Costs one Hitpoint relative to the counterpart,
Misc.: Take away Blitz?
How would these adjustment affect the AI choice ???
Wouldn't be nice to see whole armies of Tank destroyers and no niormal tanks eh.
Have you tried this out ??? I haven't played SOE in awhile so I don't remember how it was setup in that mod. I remember that the AI usely pick a 5-2 units for offense and a 2-5 units for defense, and leave that 4-3 ondone.
(The 4-3 in this case the Tank)
Never mind my crazy values, it's just a point of course.
PS Rhye did you make that Challenger II that I slightly remember you mentioned. The old Challenger II is a bit old as I'm sure you know what I mean. Your Challenger I was outstanding.
Very nice unit!
Far from all tank destroyers were faster and lighter than regular tanks, I think that they should have less movement points than regular tanks...
But that's just me and i could be wrong...
Looks good. Is this the one that had only the main gun and not a machine gun?
Yup, that made it quite vulnerable, the friendly infantry couldn't stay close enough because the elefant couldn't keep the enemy infantry at bay and it's huge 88mm gun wasn't effective for destroying machine gun nests.
It was very good at taking out tanks at huge distances though, but sucked at close combat, as soon as the enemy infantry got close enough it was done
Some info from AchtungPanzer:
So I guess it's better at defense then attack, it was painfully slow too
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