Input needed: Naval Counterattack

Mylon

Amateur Game Designer
Joined
Nov 4, 2005
Messages
1,013
The download for this mod is here: http://forums.civfanatics.com/downloads.php?do=file&id=16773

I need some input on how this mod affects naval combat, so if some people would download and use this and provide feedback I would appreciate it. As this mod is very self-contained, it can be used with any other mod, so you don't have to give up your existing mods to try it out.

Specifically this mod is a test-run to allow ranged land units to return fire when attacked. This would allow archers to defend themselves from other archers and artillery to defend themselves from other artillery. This isn't part of the mod, but the code would be very similar for allowing such a change.
 
Downloaded your mod and played a game last night and your mod is broke. My tireme's can kill a barbarian galley in one shot and yet the galley gets to shoot back after it is already sunk. This didn't happen when I had range on the galley. Also I am not seeing counterattacks by archers. Can 'artillery' counterattack ships and vice versa?

Here is the list of mods I am using:
All promotions description tooltip v.8
No xp cap from barbarians v.1
Total mod v.7
True start locations earth maps v.1
Unit Marine with new graphics v.1

Please let me know as soon as you fix the problem if there is one. Thanks!
 
Huh, I'm not sure how the galley is shooting back, as in all of my tests, when a ship got sunk it didn't get to shoot back. I may need to retest it. To be honest, I actually want this to happen, as the attacks really ought to be simultaneous, much in the same way as they are in melee combat. I should be able to make a simple tweak to make it appear simultaneous if dead ships are returning fire.

Also, ships won't return fire on archers. I could fix this, but the issue was primarily solving naval versus naval engagements and testing how this works. This is primarily a proof of concept mod with the idea of also applying this to all ranged attacks. But I am under the impression that archers are considered fairly weak already and this change would make them weaker.
 
Code:
if (AttackingUnit:GetDomainType() == DomainTypes.DOMAIN_SEA and
DefendingUnit:GetPromotionType() == PromotionTypes.PROMOTION_DEFENSIVE_EMBARKATION) then

Hahaha.... Don't ever bomb my embarked rifleman again!!!
 
Code:
if (AttackingUnit:GetDomainType() == DomainTypes.DOMAIN_SEA and
DefendingUnit:GetPromotionType() == PromotionTypes.PROMOTION_DEFENSIVE_EMBARKATION) then

Hahaha.... Don't ever bomb my embarked rifleman again!!!

Err, what? I'm not sure that would be fair, as riflemen are "melee" units, and a ship attacking from range would be safe from a counterattack even this code was in place.
 
Err, what? I'm not sure that would be fair, as riflemen are "melee" units, and a ship attacking from range would be safe from a counterattack even this code was in place.

hmmm.... maybe the range was only one...
I can't remember, but it did shoot back (while embarked, so with those small ship cannons) and sink the Frigate in one nice blow.:p

Edit: So I tried to recreate it, but nothing happened with the riflemen. I had messed a bunch of things around and don't know exactly how I had it originally; anyway, I guess I am an idiot.

So you think it must have been an embarked cannon or something else ranged that fired back?
 
ihad 1 huge issue that made your mod unplayable. i sent a fleet of ships to bombard a city. because frigates suck at damaging cities , it can take quite awhile. the AI will build a ship, or bring one into port and attack one of my ships. my ship counterattacks, thus becoming my next turn, so that when its my turn, that ship can neither move nor fire. unless i can take the city fast enough, i will generally lose 1-2 ships as both the city and the defending ship target the same ship, and it only takes 2, maybe 3 turns to sink it.
 
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