View Full Version : New Unit : Sniper


korvgubben
Jan 15, 2006, 07:27 AM
Here is a screenshot of a new unit I created : Sniper.
The graphic is a reskin of infantry, so it' a WWII type of sniper.
The unit is invisible for others, can move twice and has a first attack (off course : you never see a sniper coming!!!)
The unit works great but I have problems with the names and the civilopedia :
everything appears like "TEXT_KEY_UNIT_SNIPER" and so on. I guess plenty of you know how to change that so just explain me and I'll coorect the xml fils for this unit.
If you don't bother having bad names and no texts, I can propose you a mod with everything you need in it. You'll play as in a normal game but when you'll discover chain assembly, you'll be able to have snipers! Though it weight mor tha 500kb even ziped so I don't know how to make it avaiable.
Once a gain, if someone can help me...!!!
Actually, the sniper unit is a part of a Furtive mod I'm creating : it will include mor other "furtive" units!

Exel
Jan 15, 2006, 07:32 AM
Screenshot?

korvgubben
Jan 15, 2006, 07:35 AM
her comes the pic

korvgubben
Jan 15, 2006, 07:36 AM
[I]s it possible to change the behavior of a unit, I mean the gesture they make if I ask them to fight or to fortify? I guess it's in the .kf files and we can't modifie them wiyhout firaxis' releas!

Haarbal
Jan 15, 2006, 10:27 AM
the TXT_KEY_blablabla is a reference to a text file. if your going to make it just in english, you can replace the whole tag just by Sniper. if this doesn't work, you have to create a xml file in the assets/xml/text file, containing this tag (TXT_KEY_blablabla) followed by
<english>sniper</english>
<french>sniper in french</french>
etc.

haarbal

RED DIAMOND
Jan 15, 2006, 10:51 AM
Here is a screenshot of a new unit I created : Sniper.
The graphic is a reskin of infantry, so it' a WWII type of sniper.
The unit is invisible for others, can move twice and has a first attack (off course : you never see a sniper coming!!!)
The unit works great but I have problems with the names and the civilopedia :
everything appears like "TEXT_KEY_UNIT_SNIPER" and so on. I guess plenty of you know how to change that so just explain me and I'll coorect the xml fils for this unit.
If you don't bother having bad names and no texts, I can propose you a mod with everything you need in it. You'll play as in a normal game but when you'll discover chain assembly, you'll be able to have snipers! Though it weight mor tha 500kb even ziped so I don't know how to make it avaiable.
Once a gain, if someone can help me...!!!
Actually, the sniper unit is a part of a Furtive mod I'm creating : it will include mor other "furtive" units!


The easiest way to change the name is to put Sniper in the Text description in the units file. Otherwise you'll need to add it to the textobjects file and class file.

CrazyAce
Jan 15, 2006, 10:54 AM
Okay... So where's the file?

RED DIAMOND
Jan 15, 2006, 11:02 AM
Okay... So where's the file?


C:\Documents and Settings\My Documents\My Games\Sid Meier's Civilization 4\CustomAssets\xml\units.

CIV4UnitInfos.xml

korvgubben
Jan 15, 2006, 11:03 AM
I know I didn't put the file but I really don't know how to do : the art file and the xml files, after ziped, are too big and I can't put them here so please tell me how to do!

korvgubben
Jan 15, 2006, 11:32 AM
the TXT_KEY_blablabla is a reference to a text file. if your going to make it just in english, you can replace the whole tag just by Sniper. if this doesn't work, you have to create a xml file in the assets/xml/text file, containing this tag (TXT_KEY_blablabla) followed by
<english>sniper</english>
<french>sniper in french</french>
etc.
Ok I managed to correct everything : it appears as Sniper and we get the text from civilopedia!
Though it's still a too heavy zip to be uploaded here.
Any suggestions???

RED DIAMOND
Jan 15, 2006, 11:38 AM
I know I didn't put the file but I really don't know how to do : the art file and the xml files, after ziped, are too big and I can't put them here so please tell me how to do!
:cool: C:\Documents and Settings\My Documents\My Games\Sid Meier's Civilization 4\CustomAssets\xml\units.
CIV4UnitInfos.xml(this is the unit information file).

C:\Documents and Settings\My Documents\My Games\Sid Meier's Civilization 4\CustomAssets\xml\art
CIV4ArtDefines_Unit.xml(this is where the art files for the units are set)
---------------------------------------------------------------------

(FIND THIS IN THE CIV4UnitInfos.xml)
<Class>UNITCLASS_RIFLEMAN</Class>
<Type>UNIT_RIFLEMAN</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_GUN</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
CHANGE THIS
<Description>TXT_KEY_UNIT_RIFLEMAN</Description>
<Civilopedia>TXT_KEY_UNIT_RIFLEMAN_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_RIFLEMAN_STRATEGY</Strategy>
================================================== =======
TO WHAT I HAVE BELOW IN RED
================================================== =======


<Class>UNITCLASS_RIFLEMAN</Class>
<Type>UNIT_RIFLEMAN</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_GUN</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
CHANGE THIS
<Description>Rifleman</Description>
<Civilopedia>TXT_KEY_UNIT_RIFLEMAN_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_RIFLEMAN_STRATEGY</Strategy>[/



You can do this for your sniper unit.

korvgubben
Jan 15, 2006, 12:04 PM
thanks red diamond, I found out what as wrong.
But I can'tput it to upload!!!!!!

korvgubben
Jan 15, 2006, 04:17 PM
Ok I made a new unit again : the modern sniper. It's the evolution of the sniper. It has the same characteristics but is more powerful and starts with sentry.
I think you can upgrade the sniper into the modern sniper, but I don't know if it works.

I remins you that I still don't know how to make it avaiable on the site when the zip is over 500kb.
Thanks for your help if you know!

Robo Magic Man
Jan 15, 2006, 05:57 PM
To post files over 500kb, go to filegone.com and upload your file. Then, put the download link they give you in the post for viewers to click on. They'll be directed to your filegone download page.

Btw, the modern sniper looks great!

GeneralMatt
Jan 15, 2006, 06:20 PM
Looks good! But does it have dissadvantages, like vs armour it would be ineffective, well, if the armour crew popped there heads out to get out for the night... But still, in open battle a tank could wipe out a squad of snipers, if the snipers didn't retreat and were in a grassy plain.

Maybe you should put them at 20 power with pinch, cover, and woodsman 1, Guerilla 1.

That would put them at 25 pwr vs Guns and archers, plus 24 vs anything moving into there square when defending a forest or hill (or could the enemy see them? Maybe drop woodsman and guerilla and add flanking 1...)

Same for the modern sniper, just more power, subtract from it maybe 20% in power, so if it was 100 pwr it would become 80 pwr (though I highly doubt those are the exact figures...)

vbraun
Jan 15, 2006, 06:36 PM
To upload files over 500kb to the CFC server, go to the bottom of this page and find the thing that says "Upload File". Go there and follow directions.

Robo Magic Man
Jan 15, 2006, 07:05 PM
@General Matt
Although i agree with you on the promotions and disadvantage vs armor, there are sniper rifles that can penetrate armor plating (however, these are very rarely used and still aren't as effective vs vehicles as explosives, etc.)

GeneralMatt
Jan 15, 2006, 07:26 PM
Hmm, maybe he could make the Modern sniper with Ambush that means

(Say power is 30)

30+%25=37.5 up vs. Modern Armour which is 40... Maybe Modern sniper should be 28, it would then be 35 pwr...

Maybe even 26 pwr with 32.5 vs armour...

Shqype
Jan 15, 2006, 11:29 PM
I believe the sniper should have a negative bonus against armor ... that is much more realistic, especially if you think about what GeneralMatt was saying.

By the way, Aranor already made a Sniper unit. Here (http://forums.civfanatics.com/showthread.php?t=147336) is the thread. Check it out.

Aranor
Jan 16, 2006, 01:12 AM
lol thx shqype, I was keeping my mouth shut on this one :-p as I dont plan to update it untill I can atleast read python to edit afew new abilities for it

korvgubben
Jan 16, 2006, 02:33 AM
By the way, Aranor already made a Sniper unit. Here is the thread. Check it out.

Aranor, I beg your pardon but I didn't see that you made a sniper unit yourself before. I think that's actually a problem of the website : they should make an alphabetic list of created units in addition to the threads because within a few days, a release has been send to an other page because of new threads.

korvgubben
Jan 16, 2006, 02:38 AM
To answer everybody :
Sniper unit characteristics :
1-2 first strike(s)
Invisible to all units
strength : 18 (infantry = 20)

Modern Sniper unit charcteristics :
1-2 first strikes
invisible to all units
strength : 22 (marines = 24)
starts with sentry

Shqype
Jan 16, 2006, 02:48 AM
Cool.

You don't have to apologize ... it's not like you shouldn't have made the Sniper unit because another one was out. I was just letting you know what was already out there.

Your units are nice, but you should check out Aranor's unit. Maybe this way you two can get ideas from each other and in turn make a better sniper unit. It's all friendly here: we should learn from each other and help each other out to improve the overall quality of the game.

Aranor
Jan 16, 2006, 03:29 AM
what shqype says is true, i have no probs with u making a sniper unit, hell download mine and see if there is anything that you like about it and incorpoate it into your mod, if you have any questions about how I did certain thing dont hesitate to pm me Id be happy to help you

korvgubben
Jan 16, 2006, 03:39 AM
Ok that's very nice of you both! Actually I went to see it and I think you made a great job with the SNIPER_INVISIBLE stuff and I'd like to know how you made it.

Otherwise, here comes the file!! finally, I think I know how to do it

http://www.civfanatics.net/uploads11/Furtive_Mod_v0.1.zip

It contains :

The sniper skin, button, and all xml files
the modern sniper skin, button and all xml files
Just unzip it and add it into the mod file in civ4

Upcoming unit in this mod : resistant : invisible, able to sabotage production, steal plan and destroy mines, farms and so on (sorry, I don't remember the name in english!!)

Aranor
Jan 16, 2006, 04:44 AM
ok so I'v taken a look at your version, it looks great, alot more balanced than what I have. :goodjob: I especially like your Modern Sniper he look really good with the cammo gear :D my only main complaint, if you could call it that :p is that the WWII sniper is doesnt have cammo, unless you were trying to achieve an urban combat look in which case I think you have suceeded. ;)

The way I made the unit invisible was to edit the Civ4basicinfos file in the Basic Infos folder and create an invisible sniper exception ( for lack of a better term) just like you would for a submarine. here is where i edited
<InvisibleInfos>
<InvisibleInfo>
<Type>INVISIBLE_SUBMARINE</Type>
<Description>TXT_KEY_INVISIBLE_SUBMARINE</Description>
</InvisibleInfo>
<InvisibleInfo>
<Type>INVISIBLE_SNIPER</Type>
<Description>Snipers</Description>
</InvisibleInfo>
</InvisibleInfos>
<UnitCombatInfos>

this will allow you to create invisible snipers and allow them to be seen by other specialised units. Also I do agree with other that there should be a weakness against armored units. But other thaqn that great work look forward to seeing what you have next instore for us :goodjob:

korvgubben
Jan 16, 2006, 05:43 AM
I think you're right, I may edit it to make it weaker against armor units. Though I choosed to make them weaker than the visible units equivalent to them (infantry and modern snipers) so it's already a weekness. As they have several first strikes, it's balanced, and they are quite expensive.

At first, I was trying to make the WWII sniper "german" looking and it's true that after I finished the skin, I thought it looked quite urban so I thought "mhhh, now I'll say it's a urban sniper if someone asks"!!!!!! :mischief:

I won't change the SNIPER_INVISIBLE because I think no one sees snipers until they fire but I'll use that for my resistant unit, which will be invisible except for spies... unless I make a special unit such as CounterSpy or Gestapo or something like that which will be able to see spies and resistants.

korvgubben
Jan 16, 2006, 05:52 AM
To make it weaker against armored units, in <unitCombatMod>, can I set the rate negative???

korvgubben
Jan 16, 2006, 06:20 AM
Yes, it is possible!!
Now snipers and modern snipers have -15% agianst armor units

http://www.civfanatics.net/uploads11/Furtive_Mod_v0.1.1.zip

here is the new version

Haarbal
Jan 17, 2006, 12:11 PM
Ok I managed to correct everything : it appears as Sniper and we get the text from civilopedia!
Though it's still a too heavy zip to be uploaded here.
Any suggestions???

suggestion (http://www.filegone.com)

korvgubben
Jan 17, 2006, 12:38 PM
THX I already corrected it!!

GeneralMatt
Jan 18, 2006, 01:26 PM
Youe should create a "sapper" (If possible) that could see the sniper.

I know in WW1 they dug tunnels under where they though snipers were located, then BOOM, they blew em up.

And then you could have sappers be able to countersap...

Shqype
Jan 19, 2006, 03:53 AM
Here is my suggestion:

Snipers should be less effective against armored units (like tanks) and more effective against melee, archery, gunpowder units.

If you made -50% vs. armored units I think it would be better than -15% ... then again it's just my opinion and what I would do. You can do whatever you want :)

korvgubben
Jan 19, 2006, 03:59 AM
They are already quite weak (2 points less than the infantry and the marines) and statidtically they'll lose at every fight against armor !
But I'll lower the rate to -50% because everyone seems to think it's better!

Shqype
Jan 19, 2006, 04:01 AM
Like someone once mentioned ... snipers really have little chance of destroying tanks anyway ... but you could still raise their strength so that they're at least equal with infantry and marines ... that might make up a little bit.

PS- Are you up for the re-skin challenge I PMed you about? ;)

korvgubben
Jan 19, 2006, 04:07 AM
PS- Are you up for the re-skin challenge I PMed you about?

Check your messages!

I think sniper have too much first strikes and they are invisible so it's good that they are less strong than infantry or marines!
Though they never win against armored so I'll lower their rate, but keep their strenght.

Shqype
Jan 19, 2006, 04:11 AM
Aright korvgubben , you're the boss.

PS- check your PM inbox and your hotmail inbox :)

korvgubben
Jan 19, 2006, 04:25 AM
I answered you!!!!!

Shqype
Jan 19, 2006, 04:29 AM
Yep, me too. You're my hero :D

RED DIAMOND
Jan 19, 2006, 09:11 PM
Youe should create a "sapper" (If possible) that could see the sniper.

I know in WW1 they dug tunnels under where they though snipers were located, then BOOM, they blew em up.

And then you could have sappers be able to countersap...

Great minds think alike:D I have made a unit called a sapper. This is a national unit limit of 3. It can enter rival territory, is ivisible to most units and can see other sappers. I also gave it a slightly lower rating than infantry but higher movement and withdraw chance to represent the hit and run nature of this kind of unit.

I also have an Infiltrator unit that plants a bio-attack on a city. This unit is a national unit and has a high unit level of 5 at a time. The counter is the "Agent" national unit limit of 3. Replaces the spy and can see the infiltrator. Once the Bio-attack has been made the only fix is the Antidote which is administered by the Hazmat team, a national unit with a limit of one.

All of this added a level of surprise/sneak attack etc.. that the AI seems to just love. In my games I always keep my infrastruture patrolled by counter spy/terrorist units to prepare for the "repeated" AI attacks. Much more vigilant you must be now, yes. :goodjob:

korvgubben
Jan 20, 2006, 05:29 AM
That seems great it is exactly the kind of stufs I'm looking for to ad into my furtive mod!
Could I see some screen shots of all those units???
If you like that kind of sneaking units, check up my resistant unit!!
I've also made a caravan unit (not released because I havn't finished the skin yet) wich is basicly a land transport that can cruise foreign territories, hiding some war units and realease them just next to the city you aim at, after you declared war!
When the sdk is realeased, I'll make it evolve into jeep, which evolves int halftrack and so on...

RED DIAMOND
Jan 20, 2006, 05:40 AM
That seems great it is exactly the kind of stufs I'm looking for to ad into my furtive mod!
Could I see some screen shots of all those units???
If you like that kind of sneaking units, check up my resistant unit!!
I've also made a caravan unit (not released because I havn't finished the skin yet) wich is basicly a land transport that can cruise foreign territories, hiding some war units and realease them just next to the city you aim at, after you declared war!
When the sdk is realeased, I'll make it evolve into jeep, which evolves int halftrack and so on...

Well, I am good at editiing/modding but terrible at art so all of the units are just dup's. The sappers are Marine skin, the Infiltrator is the Spy skin and the Hazmat team is the reskined blue workers that was released in the unit graphics section.

You can eaisly make any of these units, by just XML alone. I like the resistance units, but what are their abilities?

GeneralMatt
Jan 20, 2006, 08:13 AM
Hey what about this for the sniper, give it collateral damage and a 50% wihdrawl chance? That would symolize the invisible part so since they are weaker than Marine Infantry...
Maybe 75% withdrawl for modern sniper symbolizing better training?

Red Diamond

"... and fools never differ" :lol:

RED DIAMOND
Jan 20, 2006, 02:09 PM
Hey what about this for the sniper, give it collateral damage and a 50% wihdrawl chance? That would symolize the invisible part so since they are weaker than Marine Infantry...
Maybe 75% withdrawl for modern sniper symbolizing better training?

Red Diamond

"... and fools never differ" :lol:

Hmm, differences about what folks feel unit stats should be seems to spark quite a bit of debate around here. I really don't like to get into that too much as I see that as more of a personal choice than it should be the way "I" think it should be for everyone.

I like the ideas of the maker releasing a unit based on what they think and since its just a notepad edit away from the way "I" want it, no worries.;)

Aranor
Jan 20, 2006, 02:38 PM
Hmm, differences about what folks feel unit stats should be seems to spark quite a bit of debate around here. I really don't like to get into that too much as I see that as more of a personal choice than it should be the way "I" think it should be for everyone.

I like the ideas of the maker releasing a unit based on what they think and since its just a notepad edit away from the way "I" want it, no worries.;)

Here here I think unit stat are in the makers concern, they are the one who spend the time working on the unit, only to have it torn part by some people here :rolleyes: If the maker asks for suggestions then yes all are welcome to comment, positive or negative, but if the maker doesnt ask then people should atleast try to keep their mouths shut unless it is constructive critisim.

Shqype
Jan 20, 2006, 03:16 PM
1 résistant Adjective (a) robust, sturdy box, structure, resistant material, fast die

That is what an online French dictionary gave me ..

korvgubben
Jan 21, 2006, 01:29 AM
First, I'd like to say that I'm totally welcome to all the criticss : I never said I was doing the best units because it's far from being the truth!!!!

Second, I heard so many advices about stats I should give to the snipers that it sometimes get opposite of an other proposal : feel free to change the snipers stats to what you think would be better in your own game. What I made was just the one I thought was good, and balanced.

1 résistant Adjective (a) robust, sturdy box, structure, resistant material, fast die

That is what an online French dictionary gave me ..

shqype : that's true for the adjective but the for the noun, a resistant is a person that resists to an invader, like for example a few french, dutch danish... people against the Nazis during WWII. Resistants use terrorists technics but their cause is good, and moral. Though, the boundary beetween resistants and terrorists is thin : for example, some Iraqis that make terror attacks against american say they are resistants whereas the american soldiers say they are terrorists, it's the same in palestinia, the israelians say they are terrorists. Then it's just a question of jugement but we cannot compare the german occupation of the early fourties with what happens now in middle east!

Shqype
Jan 21, 2006, 05:12 PM
I understand. Perhaps you mean something like partisan:

A member of an organized body of fighters who attack or harass an enemy, especially within occupied territory; a guerrilla.
http://dictionary.reference.com/search?q=partisan

korvgubben
Jan 23, 2006, 02:49 AM
OK, that's the word. Though in french, it has a more communist sound!
I'm sorry for my english but it's not my mother language. I think I don't speak that bad, especially for a french!!!!!!

Shqype
Jan 23, 2006, 07:14 AM
Yea, I originally made the link to communism as well because during the 2nd World War some countries occupied by the Germans and Italians had communist partisan movements to rid their country of its occupiers.

I agree, your English isn't bad at all. You are easily understood :)

korvgubben
Jan 23, 2006, 08:11 AM
Thanks Shqype!!!

I just want to ad that all the people and the groups who resisted to the Nazis were not communists. And all the german weren't nazis or invaders!!!

Shqype
Jan 23, 2006, 08:12 AM
You're absolutely right.

GeneralMatt
Jan 24, 2006, 11:37 AM
Hey, korvgubben, your mod is about sneak stuff right? I made a few changes in Civ 4, I added a "Special Operation Force" unit, it is real sneky, invisible etc., powerful too. And I made it so the Seal upgrades to it, plus added stats to the seal. Would that fit in your mod?

korvgubben
Jan 24, 2006, 05:16 PM
that would be great if it's not a UU : it seems really powerful to me so it's unfair if only one can use it!!
I'd like to see that! If you have a screnie...

GeneralMatt
Jan 24, 2006, 06:49 PM
Yes, it is also 34 attack, evry one can have it, except for the Americans, they get the Seal.

pec 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.

Oh yes, it cannot defend cities, it can be in them, but will not fight if the city is attacked, and can still be there if the city is taken (I think)

korvgubben
Jan 25, 2006, 01:51 AM
ok!!!! I take it!!!! I just think you should lower the number of them we can have in theciv : I think 15 is a bit btoo much. 5 would be anough cause it's a strong unit!
If you want, I can include it it the furtive mod, giving you the credit.

btw : great skin!

GeneralMatt
Jan 25, 2006, 11:24 AM
Sure, use it, that is why I posted the idea! Thanks for the complement.

5 per civ sounds good, but I will leave it as it is here as I do not have time to change it, sorry. :(

:mad: the connection is really slow, I will try to upload the files sooner, when it will upload. :cry: Sorry.

Edit, here ya go.

GeneralMatt
Jan 27, 2006, 08:54 PM
Hey, you here?

korvgubben
Jan 28, 2006, 03:00 AM
yeah sorry, I've been busy. I'm wondering something, is it possible to have two files to upload on civfanatics?
Because I made the furtive mod to download, but then I released a new civ and I'm afraid my furtive mod disapeared.
Do you know how to do?

I'm planing to do a new mod, and as I start university again on monday so I'll sotp making new units for furtive mod. If you want to do some, go on!

GeneralMatt
Jan 28, 2006, 12:42 PM
I think that you can, just call it Furtive mod v. 2.

I would do some units, but I just got a game I bought in April back from a friend, and have been waiting to be able to play since April .

Sorry.

Frostyboy
Jan 28, 2006, 02:36 PM
Looks quite good :thumbsup:
Hope there will be some kind of sniper in the xpansion

FatalhitX
Jan 29, 2006, 11:25 AM
i cannot get this md to work. am i doing something wrong?

senor freebie
Jan 31, 2006, 06:34 PM
No offence but I'd have to say that this completely defeats the system of combat used in Civilization. Snipers are usually individual soldiers operating as part of larger armies. They are no more or less capable as most good soldiers, simply more specialised. The system in Civ, IMO incapsulates larger armies, perhaps on a huge world, representing 15,000 men or a division. So in other words, a sniper would be virtually useless on his own as a unit, not even able to wipe away 0.1 of strength from a real 'civ' unit.

Aranor
Feb 01, 2006, 02:20 AM
No offence but I'd have to say that this completely defeats the system of combat used in Civilization. Snipers are usually individual soldiers operating as part of larger armies. They are no more or less capable as most good soldiers, simply more specialised. The system in Civ, IMO incapsulates larger armies, perhaps on a huge world, representing 15,000 men or a division. So in other words, a sniper would be virtually useless on his own as a unit, not even able to wipe away 0.1 of strength from a real 'civ' unit.

As the first person to have made a sniper mod that was published here for civ IV I would have to disagree with the assessment that a single civ unit is based on an enitre division. If we were to argue this then in a single game if Civ at any 1 time my civ would have close to 3 million troops, minimum.:confused: No army in the world currently has this disposition of manpower. Whilst I do agree that the units as it stand is flawed in that it can wipe out large bodies of troops before getting captured or destroyed. the esseence of what Korvergubben, and myself both have tryed to capture is the abilty to slow down an enemies adavance and disrupt his supply lines. This is what snipers specialise in. So in this fact I think that we have successfully achieved the spirit of what a sniper is capable of doing, since in the game no single country can dpeloy more than a small amount of snipers at any one time, and they really cannot stop an enemy from adavncing, only slow him down.

So say wht you want to about this unit/ idea. the entire perpose of this is to give people another option when defending or attacking, and just generally to make the game alittle more interesting for those who wish to download and use this mod.

p.s sorry I know I'm rambling, not enought sleep lol :crazyeye:

senor freebie
Feb 01, 2006, 09:51 AM
China's military is close to 3 million after massive cuts in numbers due to a modernisation program. The USA's military is almost 3 million after cuts post Cold War. However if you include some of their proxy states and closely allied powers that number jumps to over 4 million. Then the Russian Federation has 1 million professional soldiers and almost 20 million reserves.

Then compare this to military casualties which ran into the 10's of millions, mostly on the Eastern Front (Russia / Germany) then the idea of 1 unit = 1 division is roughly accurate. However it would change depending on the size of the map, the context and the type of unit.

In single player I once got to around 100 modern armour divisions. I controlled all of Europe, Asia, Africa, North America and Australasia. That was still only around 1.5 million in my armoured troops. Of course the best example of this is aircraft carriers. US Naval CV's carry 10,000+ crew and are the most common variety of aircraft carrier for conventional aircraft. Each carrier then, without exception, represents 10,000 or more personnel.

As for your sniper character. I just had a cool idea. If it was possible you could make it so it was still invisible, and very cheap to make. The unit would have no strength or perhaps 2-3 strength. It would be able to detect spies and destroy them and it would also be able to attack full armies with a specialised bombard. If successful it would take 1 XP off the unit and the associated rank upgrade by killing an experienced officer. For each attempt it would have a chance of being revealed. Once revealed, it is easily dealt with.

Aranor
Feb 01, 2006, 02:22 PM
The Idea has cross my mind. But I have passed the mantle to Korvegubben, if he wants to take on the challenge then good luck to him I say:D . I know there is a script out there than will allow civ3 style artillery attacks using python. But when it comes to python modding Im useless so Im no longer persueing this avenue of creation, I've moved back to my first passion. Ancient and Classical warfare and my favorite units.... you guessed it the spreaman and swordsman!!:goodjob: :lol: So thats about all I'm going to say on this subject. Now if every one will excuse me Im off to play with some sharp pointy things :eek: :crazyeye:

primem0ver
Oct 27, 2006, 04:42 PM
Hey guys... I have am using the SDK to create a new kind of "visibility" or invisibility as you would call it. You may find it useful for your sniper mod. (Actually... I would like to use your unit in the mod that I am helping to develop.) I am on the team developing the Genetic Era for Warlords (http://forums.civfanatics.com/showthread.php?t=184182) mod.

It has not been 100% decided whether this new kind of unit will be used in the mod as it is a new development but here is a description:

Camouflage units:

Camouflage units are units that are only invisible in their native terrain (specified by an invisible tag). They are marked by a set of special set of "invisible" tags that clarify the kind of terrain that makes them invisible. So far there are two native terrains:

INVISIBLE_WILDERNESS: invisible on any space that has a forest or peak (our mod allows certain units to travel on peaks).

INVISIBLE_PEAK: the unit is only invisible on peak terrain.

When not in their "native" terrain, they become visible like any other unit.

This change to the sdk requires a couple of code changes and a python script which I can post in a thread if you like.

Aranor
Oct 28, 2006, 12:34 PM
Hey guys... I have am using the SDK to create a new kind of "visibility" or invisibility as you would call it. You may find it useful for your sniper mod. (Actually... I would like to use your unit in the mod that I am helping to develop.) I am on the team developing the Genetic Era for Warlords (http://forums.civfanatics.com/showthread.php?t=184182) mod.

It has not been 100% decided whether this new kind of unit will be used in the mod as it is a new development but here is a description:

Camouflage units:

Camouflage units are units that are only invisible in their native terrain (specified by an invisible tag). They are marked by a set of special set of "invisible" tags that clarify the kind of terrain that makes them invisible. So far there are two native terrains:

INVISIBLE_WILDERNESS: invisible on any space that has a forest or peak (our mod allows certain units to travel on peaks).

INVISIBLE_PEAK: the unit is only invisible on peak terrain.

When not in their "native" terrain, they become visible like any other unit.

This change to the sdk requires a couple of code changes and a python script which I can post in a thread if you like.


you do realise that this thread is REALLY old, and that The Lopez has already created a sniper mod:confused: