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Seals replacing Marines? No more.
Topic Started: Jan 21 2006, 02:37 PM (268 Views)
GeneralMatt
Prince
[ *  *  * ]
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
Prince
[ *  *  * ]
No comments? No ideas?
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SwissB
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King
[ *  *  *  * ]
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
Member Avatar
Knight
[ *  * ]
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
Prince
[ *  *  * ]
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
Member Avatar
Knight
[ *  * ]
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
Prince
[ *  *  * ]
It is invisible like the spy, so It cannot defend... I learned the hard way :(
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