Mine fields, land and sea

My Export list:
-Anti Infantry Mines
-Anti Tank Mines
-Cargo Rocket (see space program thread for pictures)

Work in progress:
-1 or 2 more space rockets
-I.E.D. (for the this thread)

Like the idea, I hope the I.E.D. functions like the Guerrilla or is part of that unit.

Also, I hope mines change effectiveness with technology. WWII Mine<Claymore<[Future Mine].
 
Oh my, I have alot of models to make, and I am really not that good at it =\ and my textures leave much to be desired... you sure you want to use my models?
 
OKIES! Well now I re-did both mines I already did, and now the poly count is low enought to be put in the game.

minefinal.jpg


mineinfantryfinal.jpg




May I also present, the IED!

ied.jpg



ied2.jpg





And now introducing the C-4 Claymore!

claymores.jpg
 
Very Impressive. Once you export them to 3ds, We need to get a graphics artist to help us add animations, then... we can proceed to the next step.
 
I am download Google sketch up Pro trial as we speak
 
Okay, once you got them exported, we should both go to the Unit Graphics forum, and there is a request thread, where we should request an explosion animation when in battle, and upload your models there.
 
okies all mines are exported, now where do I go to upload them? And should I make my own thread in the unit graphic's section for this?
 
Mines would have to be a unit. Making it a feature like peatbog breaks forests and ruins improvements. There is no other way to do it.


I disagree. You could think about handling mines like improvements if

a) they do damage to passing units like storm (-25%/Turn) after triggered and then last a max. of ~3 turns and before disappearing - until 'planted' newly by a unit called combat engineer (which, as already being suggested would also work like a medic for tracked vehicles - medics would only heal infantry then)
and
b) are only built outside city crosses by AI, like a fort/bunker, so stupid AI doesn't mess with its original city improvements.

The mine-packing into minelayer is too much micromanagement for my taste, whereas I like to handle my worker-troops just fine.

And a last feature I propose is that minefields (tank/infantry) should give negative happyness, if layed inside a city radius by the player (AI won't do it as they are restriced to outside cities anyway) - and it should cost 1 gold/turn to represent the production costs, as the city doesn't build it with hammers cause it would be an improvement.
The costs would also restrict the mass-abuse of those fields. No placement outside cultural borders would be possible.

About mine-fields ruining improvements: do you know a mine-field area where they can do anything without a high risk to die? Mine-fields do ruin areal improvements big time!

Btw the combat engineer unit could be able to 'defuse' mine-fields like a pillaging unit does destroy other improvements.
 
a) they do damage to passing units like storm (-25%/Turn) after triggered and then last a max. of ~3 turns and before disappearing - until 'planted' newly by a unit called combat engineer (which, as already being suggested would also work like a medic for tracked vehicles - medics would only heal infantry then)

See, this is where reality comes in. There is no XML tag for improvements to deal damage. Only features can do that. Features are not improvements.

b) are only built outside city crosses by AI, like a fort/bunker, so stupid AI doesn't mess with its original city improvements.

The AI only builds improvements outside of a city to connect to far away resources. If I wanted that, I would have to write new logic for the AI.

And a last feature I propose is that minefields (tank/infantry) should give negative happyness, if layed inside a city radius by the player (AI won't do it as they are restriced to outside cities anyway) - and it should cost 1 gold/turn to represent the production costs, as the city doesn't build it with hammers cause it would be an improvement.
The costs would also restrict the mass-abuse of those fields. No placement outside cultural borders would be possible.

I guess you could make it so wherever mines are, the tile doesn't give any food, commerce or hammers. However, a lot of these ideas are (unfortunately) not feasible.

I disagree with some of your ideas though. Mines shouldn't cost maintenance, historically, minefields get laid done and forgot about. And players should be able to misuse them and lay tons. Minefields in Africa routinely kill innocent people because they were placed everywhere. However, If we ever get this to work, I'll add a UN resolution banning the production of mines.
 
Looks interesting, I'll definintely be trying this when it comes out. :)
 
that would be great, me and afforess are working on getting it all set for game play.
 
See, this is where reality comes in. There is no XML tag for improvements to deal damage. Only features can do that. Features are not improvements.

Well it is fairly easy to get features to act like improvements through the eventsmanager.py but that will probably slow the game down a lot, constantly checking for units. On the other hand you could look into the final frontier codes and see how the defense turret improvements damage units.
 
:bump: two questions: is NCC1017spock still here in the RoM forums? and did he get the models converted for Civ? 'Cuz if not then i went ahead and converted the models for him but need to talk about the skins.
 
:bump: two questions: is NCC1017spock still here in the RoM forums? and did he get the models converted for Civ? 'Cuz if not then i went ahead and converted the models for him but need to talk about the skins.

He might be around, but he's busy. He sent me this pm a few weeks ago:

School has started, and my life has just gotten way to busy, would make your head explode lol. So eh, for the for see-able future, I am way to busy to mod, or do much of anything, sorry man, but you can download the stuff and take a crack at it, or find someone that has time to do it. =\

Ill stop in on the site from time to time, but as for model making and all... I'm out! lol

-laters, and good luck! :goodjob:

If you know how, It would be awesome if you could animate the models and have them explode.
 
I just saw this thread for the first time.

In my Japanese Myth mod (Warlords) i have "Anti-Personnel-Mines, Anti-Tank-Mines, a different kind of Bunker, Labour Camps, Naval Mines, Sea Farm, Sea Mines, Trenches, and Entanglements in it.

I am re-UPloading it now, if anyone is interested? I have tons and tons of different structures/improvements there.

http://forums.civfanatics.com/showthread.php?t=189941
 
I just saw this thread for the first time.

In my Japanese Myth mod (Warlords) i have "Anti-Personnel-Mines, Anti-Tank-Mines, a different kind of Bunker, Labour Camps, Naval Mines, Sea Farm, Sea Mines, Trenches, and Entanglements in it.

I am re-UPloading it now, if anyone is interested? I have tons and tons of different structures/improvements there.

http://forums.civfanatics.com/showthread.php?t=189941

Could you spend a little time explaining how you worked them in your game?
 
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