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| Seals replacing Marines? No more. | |
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| Tweet Topic Started: Jan 21 2006, 02:37 PM (268 Views) | |
| GeneralMatt | Jan 21 2006, 02:37 PM Post #1 |
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Prince
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To me it seems weird having Navy Seals replace a proud part of the American army, the Marines. No more. I do enjoy the Seals ingame, but I think the are real off the way they are really used. So, I created (Using the marine skeleton) a "Special Operations Force", a secret invisible force, the The seal now replaces. Also changed the seals stats to more represent them. Spec Ops. Comes with Flight (Seals are the same) 250 Hammers 2 moves (Ignores terrain Movement costs). Invisible Starts With March, Amphibious 34 pwr 90% Withdrawl chance Can Sabotauge production 50% Evasion prob. (Not sure if that is for just Planes or both planes and spy stuff) Need West Point to build 15 unit limit Xtra pwr vs Machine guns and artillery. Seals 250 Hammers 3 moves (Ignores terrain Movement costs). Invisible Starts With March, Amphibious 38 pwr 95% Withdrawl chance Can Sabotauge production 50% Evasion prob. (Not sure if that is for just Planes or both planes and spy stuff) Need West Point to build 15 unit limit Xtra pwr vs Machine guns and artillery. Well, here is the pic, the zip file is too big... Suggustion etc are welcome. As of know Modern Armour are 250 Hammers, maybe I should make the Seals, Spec ops 270 hammers? |
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| GeneralMatt | Jan 25 2006, 08:35 PM Post #2 |
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Prince
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No comments? No ideas? |
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| SwissB | Jan 29 2006, 05:33 PM Post #3 |
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King
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So its kind of like an invisible same-powered as tank, never ever loses on offense (runs away) machine gunner? :rolleyes: |
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| AlCosta15 | Jan 29 2006, 07:39 PM Post #4 |
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Knight
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But you do need West Point. That's takes some turns to build. SwissB is right, this unit will probably never lose. For Spec Ops, take away 4 power and down the withdrawl percantage to 50%. For the SEAL, take away 1 movement, invisibility, take 3 power away, and lower withdrawl chance to 25%. If not, these units will easily dominate the game. |
| Check out my humongous mod. Age of Civilizations at CivFanatics. | |
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| GeneralMatt | Jan 30 2006, 03:35 PM Post #5 |
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Prince
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I put it on Civ fanatics for a guy to use in his mod, he said just to put it down to 5 units per civ, and then it would be balanced, what do you guys think about that way? It also cannot defend, so you need to bring up other units to defend new citys, and it doesn't have blitz. |
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| AlCosta15 | Jan 31 2006, 07:06 PM Post #6 |
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Knight
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How'd you give it the ability not to defend? |
| Check out my humongous mod. Age of Civilizations at CivFanatics. | |
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| GeneralMatt | Feb 1 2006, 04:25 PM Post #7 |
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Prince
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It is invisible like the spy, so It cannot defend... I learned the hard way
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2:06 PM Jul 11