New Mod Idea: Improved Military Mod

Sebiche

is better than you
Joined
Oct 2, 2006
Messages
382
Location
Mexico City (Im not Mexican though)
Well, I've been spending quite some time in the "sujestions" section (otherly known as the "Whine Wing") and i found some serious flaws in the Civ IV military command. so i came up with a mod idea with improved military. BUT... i need help for this.

The ideas are:

Unit Tactics
Spoiler :

I'm just thinking that units shouldnt just mindlessly engage. instead, using the "commands.xml" file i have decided to add each unit a set of tactical commands one can issue before combat. Units can still attack normally if one wants to. This is the command "advance" and into an enemy tile. These are the ones i've come up with:

In General:
-Advance (regular move)
-Charge! (moves x2, -50 vs piked units, if attacked, no defensive benefits)
-Defensive Line/Stand Perimeter (Advanced Fortify, +15 instant defense point, takes 2 turns to reanimate. Defensive Line is the name unitl industrial era and Stand Perimeter is after)

Phalax/Spearman:
-Form Up! (gains +100 to infantry, -100 vs mounted units)
-Spear Wall! (-75 for infantry, +100 for horse-mounted units and chariots)

Chariot/Advanced Chariot/War Chariot (Advanced Chariot is a new chariot i added. War chariot still replaces chariot)
-Trample (-100 vs piked units, +100 vs all other foot units)
-Overrun (+60 vs archers, -50 vs all foot units)

Archers/Composite Archers (Composite Archers ive added)
-Fire Arrows (+80 vs phalanx/spearmen, -100 vs cavalry, +30 vs seige)
-Barrage Arrows ( +5 vs phalanx/spearmen, +20 vs cavalry, +10 vs seige)

Catapults:
-Blast Formation (+100 vs phalanx/spearmen/pikemen, -100 vs cavalry)
-Bombard (same bombard as always)

Knight/Catafract (Catafract is an early knight)
-Run Through (+100 vs phalanx/spearmen/pikemen, -100 vs cavalry, -20 vs archers)
-Envelope (+75 vs cavalry, -20 vs piked units)
-Divide! (+60 vs archers, +20 vs piked units)

Musketeer/Royal Gaurd (Instead of Musketmen. uses red coat graphic. french new unit is "Royal Gaurd" and British one is "Yeomanry")
-Squating Position (+75 vs cavalry, -100 vs infantry)
-Double Time! (+60 vs Infantry, -70 vs cavalry)

Cannon:
-Force Cluster (+100 vs infantry, -100 vs cavalry)
-Divide at Flanks (+60 vs cavalry, -50 vs infantry)

Horse Archer/Heavy Horse Archer (another unit I've decided to add)
-Hit and Run (+100 vs Heavy Melee, +100 vs Chivalric, -100 vs Archers, -100 vs Light Melee)
-Overwhelm (+60 vs Light Melee, -20 vs Heavy Melee, -40 vs Chivalric, +50 vs Archers)

Infantry/Modern Infantry (I've added modern infantry)
-Entrench (Super-fortify: +60 defense, takes 3 turns to awaken)
-Guerilla (+100 vs Infantry, +20 vs Seige, -50 to All Airborne)

Thats all the tactics ive figured out yet. I will do more.


Unit Types:
Spoiler :

Instead of the usual unit types, in order to accurately apply these tactics I've created the following:

-Archers
-Piked
-Heavy Foot Units
-Light Foot Units
-Siege
-Chivalric
-Horse Mounted
-Chariot
-Horse Archer
-Elephant Mounted
-Musketed
-Rifled
-Automatic
-Armored
-Bomber
-Fighter

These will also be altered and/or added to.


New Improvements:
Spoiler :

To avoid the very anoying need to destroy a city to take its military, ive added these:

-Fort (Builds all ground units)
-Anchorage (needs to be by sea, builds naval)
-Silo (builds 1 nuke. needs to be 1 tile away from all cities)
-Airbase (builds and stations air units)

all these things can be built in cities too (except for the nuke).


Strategic Changes:
Spoiler :

Not all the difference is tactical. I've also wanted to add some strategic bonuses:

Units stationed in forests (and jungles) and reefs (like a naval forest i presume, effects also will shallows which are like reefs) will be invisible (not armored, seige) when stationed. (Only spies and special forces, a new unit, will be able to spot them). Units attacked while there will get a +50 defensive bonus called "Ambush" and units attacking from there will get a bonus called "Surprise Attack".


New Units:
Spoiler :

-General: Only 4 allowed. Gives +2 attack to all units in his same tile.
-Special Forces: Only 2 allowed. Can see hidden units, are invisible and have a good attack. When attacking, the enemy loses all defensive bonuses. BUT when detected, all units fighting him gain +100 attack called "Counter Ops" against these. Can be detected by spies and other special forces.

-Heavy horse archer: medieval horse archer
-catafract: classical knight
-broadswordsman: classical swordsman that isn't swordsman
-swordsman: is just as used to be, but it now needs feudalism
-axmen: same, but only needs pottery
-arquebruier: early musketeer
-bombard:early cannon
-praetorian: now needs broadswordsman
-composite archer: classical archer
-Atl-Atl: light foot unit. ancient age. needs hunting.
-Javalineer: light foot unit. classical age. needs bronzeworking
-Skirmirsher: light foot unit. like javalineer and its counterparts. medieval age. needs engineering.
-Heavy swordsman: uses knights templar graphic. is a more-advanced swordsman


so i think ive done a good job figuring these things out BUT I cant do it on my own.

WHAT IS THAT BILLY? WHAT CAN YOU DO?
I NEED:
-Python Workers
-SDK "experts" (you dont need to be one, you just need to know how to do this)

any takers??
 
I know this post is very old, but I was wondering what ever cam of this. I love the idea. Have any mods taken this into account?
 
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