View Full Version : A serious naval mod?


Sword_Of_Geddon
Dec 03, 2006, 05:50 PM
Has anyone ever made a serious naval mod which focuses nearly entirely on the water aspect of the game?

I'm not talking just 20th century but Naval warfare threwout all the ages.

Waterr tiles would be treated as land, and land as water, a sort of flip terrain set.

TopGun
Dec 04, 2006, 09:49 AM
you planning a Waterworld scenario? Remember, Kevin Costner sank with that movie... :lol:

WildWeazel
Dec 04, 2006, 09:49 AM
The AI would have no idea what to do...

utro43
Dec 04, 2006, 09:50 AM
hahahahahaha (i laugh, yet i actually liked that movie)
i think that such a mod would be awesome!

i love naval combat, but it's just not as big a part of
civ as i'd like it to be.

Sword_Of_Geddon
Dec 04, 2006, 10:40 AM
I was thinking that Naval units would be given the ability to capture cities, cities would be island bases or something along those lines.

Again this is just an idea.

Sword_Of_Geddon
Dec 04, 2006, 11:08 AM
The closest thing to this would be

1. My mod

and

2. Stephs up and coming second mod

both pay attention to naval details. In mine, since alot, including the early naval units have bombard, your going to want to build a navy or have your city improvements destroyed and citizens killed.

Goldflash
Dec 04, 2006, 10:40 PM
>.> Don't forget GATTM. Jerk.

Ogedei_the_Mad
Dec 05, 2006, 01:06 AM
I'd like to add a greater naval dimension to Civ3, but the problem lies in the limitations of the AI and the limitations of limited parameters. :crazyeye: Not to mention that I've never seen the AI ever build a serious navy, even in an archipelago or island map.

The way I'm simply doing my "Seven Kingdoms" is to have three naval lines - transport, combat, and hidden. I might expand it to four with "attack" ships and "defense" ships, but there aren't a lot of Asian iron-armored ship units aside from the Chinese ironclad that Wyrm released and the Geobukson and Tekkousen that Aaglo made.

And yes, you're also forgetting Goldflash's Altered Tech Tree Mod; lots of naval units in that one.

Sword_Of_Geddon
Dec 05, 2006, 08:34 PM
The way to get the AI to use Navies is simple: Give them transport powers, and give others attack and defense(to guard the transports), and finally, give another a strong bombard ability. The AI in my mod builds a large navy which will annoy the crap out of you bombarding your coastal towns and cities unless you do something to stop them. And they will bring troops by sea, sometimes even directly with ambpious assaults.

RGenRavenSeven
Dec 09, 2006, 10:02 PM
I think this mod idea has merit. Also, what if they did switch the graphics for terrain. Might this fool the AI into using naval units as land and land units as naval? You might have to alter the cost of the units to make the AI believe them to be cost effective. I think the creation of a naval mod could happen, but you are going to have to outwit the AI.

Spacer One
Dec 10, 2006, 05:44 AM
I dunno about switching land and sea...sounds like a terrain making nightmare...

But my MWNN has a hugely expanded Naval section...More Lethal land bombards, hidden nationality submarine...missle carriers...Wooden sub...its definately important to have a strong Navy in my MOD (Or the AI will and you will die)

Virote_Considon
Dec 10, 2006, 07:18 AM
Does the AI build/use the navy, then? If so, I'm interested ;)

Spacer One
Dec 10, 2006, 08:00 AM
In my MOD the AI properly use almost all ships properly...

Ive seen proper use of:
Ancient Transports, Dromons(added before frigate), Wooden Submarines, Pirate Subs, Cutters, Tridents, Cruisers, Aircraft carriers, transports(not always full tho, but they bring 2-4 at a time)...I cant remember all the boats I added...but the main additions are:

Trident: Lethal land and sea bombard...
Wooden Sub: just like a sub, but earlier
Pirate Sub: Hidden nationality Sub
Ancient Transport: replaces the Galley
Cutter: Late era Pirate ship

and those are all used properly by AI...they tend to pick a boat and build alot of it...but they use them right...

at first, I thought this was going to be a mostly naval MOD, but it evolved quite a bit...so there are alot of altered Naval elements...

at the moment,in my MOD, I am repelling the Maori in the sea...they are bringing Destroyers/cutters/pirate subs/transports/aircraft carriers...in huge stacks...but all the Civs can be seen out there, to some extent...

[edit] on a side note, the AI has NO IDEA how to use HN land units...BUT if you build one...the AI mobilizes straight at it...even if they "cant see it"

Virote_Considon
Dec 10, 2006, 08:04 AM
How did you manage to get the AI to build/use these units, then?

In my Greek scenario, all I have seen so far naval-wise, is Corinth making OK (although not perfect) use of its Transport UU, the Doric, again, making OK use of their Transport UU, often colonising the small islands around them, Phoenicia making late colonisation of Crete, and a game I had today, where I saw Argos moving their navy about for a bit of colonising.

Spacer One
Dec 10, 2006, 09:40 AM
well...making the transport 0/4 helped a bit I think...then adding Lethal land/sea bombard to the Trident made them use it ALOT...other than that, Im not real sure...

maybe my idea of "The AI using Navy properly" and your are different...all I can suggest is take a look at my MOD...the BIQ is available seperately if you just wanna poke at it and see whats in it first...since I made a few stupid mistakes just before release...

Virote_Considon
Dec 10, 2006, 12:23 PM
Thanks, Spacer. I think I will have a little poke...

I_batman
Dec 10, 2006, 12:42 PM
The closest thing to this would be

1. My mod

and

2. Stephs up and coming second mod

both pay attention to naval details. In mine, since alot, including the early naval units have bombard, your going to want to build a navy or have your city improvements destroyed and citizens killed.

You should have a look at El Justo's AoI scenario as well.
I tested it a bit before release, and have spoken to a few who play it now, and the naval activity is tremendous, and as an added bonus, the turns are lightning fast.

Virote_Considon
Dec 10, 2006, 01:10 PM
I've noticed the navy in that scenario. Kinda makes me jelous :p j/k