Kailric
Jack of All Trades
Alpha Testing Download:View attachment Supply Line alpha 0.31 BtS 3.17.rar
First test files are ready so If anyone would like to test this out and give some feed back that would be cool.
Right Now the rules are thus (Note these are not permanent rules just what I have coded so far):
Rules:
1. There are now 4 levels of Supply explained below
2. New Zone of Control promotion available with Combat III. Units need this to perform ZoC missions
3. When ZoC is active units who can fortify begin to do so. If selected the tiles to the North, South, East, and West will be highlighted around the unit, this is the Zone of Control.
4. If an Enemy Unit or one of yours Units attempt to enter a ZoC they will be halted, a Bombard effect will then play and you will receive a message.
5. Those 4 ZoC tiles are also cut off from the Trade Network, Heal Supply, and can not be worked by Enemy cities.
6. if you Ctrl Click a Unit that is ZoC all ZoCs within 6 tiles will be shown as well. This is in for testing at the moment, I will add some others means to do this as Ctrl clicking also groups units in the same tile.
7. Units who can perform ZoC missions will automatically start ZoC in their Center Tile and only center tile when they are fortified in enemy territory.
8. ZoC when used in Enemy Territory allows your units to heal faster and use enemy roads for trade and supply.
9. Units not connected directly to a City must be within 10 turns movement to receive adequate supply.
10. Air Units or Scouting units can not do ZoC
11. Can not do ZoC while in a City, and ZoC does not effect City squares.
12. Units within 2 spaces of a City always have Supply, this is not a "feature" of the mod but caused by some of the default code that I haven't worked around just yet. Look at it like Supplies can be smuggled out within two spaces
13. Tiles effected by ZoC act as Friendly Territory to the unit performing the ZoC
Notes on AI usage: The AI does not understand how to take advantage of these rules at the moment. When the main rules get more finalized I can add in AI to use them. As a handycap for the AI for the moment, the AI does not need the ZoC promotion to use ZoC. Also, any AI units fortified in Enemy Territory will have ZoC in effect.
Levels of Supply:
1. Direct connection to a City: Full Heal
2. Friendly Territory Clear Path to a City within 5 turns: Full Heal / 2
3. Friendly Territory Clear Path to a City within 10 turns: Full Heal / 4
4. Enemy Territory or no Clear Path within 10 turns: No Heal (Actually, atm, you may still heal if in Enemy Territory and have a clear path)
Modding
The button for the new Zone of Control has several versions as I was trying to find a good fit, if you don't like the one in the game there are 3 more you can check out. They are in the Supply Line\Assets\XML\Units file.
Just change this line in the CIV4MissionInfos file:<Button>XML/Units/ZoneStripesSwords.dds</Button> to what ever button graphic you want to use.
Things to Add
1. AI using all the new rules
2. Forts act as a supply source
Original Post:
I am looking into creating a modcomp that simulates supply lines and below I have jotted down some of my thoughts. If anyone else has some ideas on this please feel free to post.
1. Heal rate is slowed if not connected to City/Fort or other supply lines source, and completely stopped if in Enemy territory and not connected.
2. Enemy units fortified along roads have a "zone of control" effect that cuts off supply lines to joining opposing cities. That way you don't have to "pillage" your own roads so to speak, just station troops along the route to stop the supply. But if troops are needed elsewhere you do have the option to pillage.
3. Using "zone of control" players can "besiege" a city, cutting off its supply lines. Thus starving them out. Cities can even surrender if they are starved for long enough. Owners of "besieged" cities can attempt to send in spies with supplies or attempt to get reinforcements into the city by breaking through the "zone of control", or by "paradrops", etc..
4.Other mods such as the Unit Fuel Mod by Grey Fox could fit into this as well.
Thats a start on some ideas for now...
First test files are ready so If anyone would like to test this out and give some feed back that would be cool.
Right Now the rules are thus (Note these are not permanent rules just what I have coded so far):
Rules:
1. There are now 4 levels of Supply explained below
2. New Zone of Control promotion available with Combat III. Units need this to perform ZoC missions
3. When ZoC is active units who can fortify begin to do so. If selected the tiles to the North, South, East, and West will be highlighted around the unit, this is the Zone of Control.
4. If an Enemy Unit or one of yours Units attempt to enter a ZoC they will be halted, a Bombard effect will then play and you will receive a message.
5. Those 4 ZoC tiles are also cut off from the Trade Network, Heal Supply, and can not be worked by Enemy cities.
6. if you Ctrl Click a Unit that is ZoC all ZoCs within 6 tiles will be shown as well. This is in for testing at the moment, I will add some others means to do this as Ctrl clicking also groups units in the same tile.
7. Units who can perform ZoC missions will automatically start ZoC in their Center Tile and only center tile when they are fortified in enemy territory.
8. ZoC when used in Enemy Territory allows your units to heal faster and use enemy roads for trade and supply.
9. Units not connected directly to a City must be within 10 turns movement to receive adequate supply.
10. Air Units or Scouting units can not do ZoC
11. Can not do ZoC while in a City, and ZoC does not effect City squares.
12. Units within 2 spaces of a City always have Supply, this is not a "feature" of the mod but caused by some of the default code that I haven't worked around just yet. Look at it like Supplies can be smuggled out within two spaces

13. Tiles effected by ZoC act as Friendly Territory to the unit performing the ZoC
Notes on AI usage: The AI does not understand how to take advantage of these rules at the moment. When the main rules get more finalized I can add in AI to use them. As a handycap for the AI for the moment, the AI does not need the ZoC promotion to use ZoC. Also, any AI units fortified in Enemy Territory will have ZoC in effect.
Levels of Supply:
1. Direct connection to a City: Full Heal
2. Friendly Territory Clear Path to a City within 5 turns: Full Heal / 2
3. Friendly Territory Clear Path to a City within 10 turns: Full Heal / 4
4. Enemy Territory or no Clear Path within 10 turns: No Heal (Actually, atm, you may still heal if in Enemy Territory and have a clear path)
Modding
The button for the new Zone of Control has several versions as I was trying to find a good fit, if you don't like the one in the game there are 3 more you can check out. They are in the Supply Line\Assets\XML\Units file.
Just change this line in the CIV4MissionInfos file:<Button>XML/Units/ZoneStripesSwords.dds</Button> to what ever button graphic you want to use.
Things to Add
1. AI using all the new rules
2. Forts act as a supply source
Original Post:
Spoiler :
I am looking into creating a modcomp that simulates supply lines and below I have jotted down some of my thoughts. If anyone else has some ideas on this please feel free to post.
1. Heal rate is slowed if not connected to City/Fort or other supply lines source, and completely stopped if in Enemy territory and not connected.
2. Enemy units fortified along roads have a "zone of control" effect that cuts off supply lines to joining opposing cities. That way you don't have to "pillage" your own roads so to speak, just station troops along the route to stop the supply. But if troops are needed elsewhere you do have the option to pillage.
3. Using "zone of control" players can "besiege" a city, cutting off its supply lines. Thus starving them out. Cities can even surrender if they are starved for long enough. Owners of "besieged" cities can attempt to send in spies with supplies or attempt to get reinforcements into the city by breaking through the "zone of control", or by "paradrops", etc..
4.Other mods such as the Unit Fuel Mod by Grey Fox could fit into this as well.
Thats a start on some ideas for now...