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one_man_assault said:
Hey Lord Olleus I just had an idea playing SuperPower 2 lmao (bad game by the way) but if you invade a country you have to annex it into your empire (takes 6 months in that game i dont know how long it would take in civ terms) and dont have much cultural influence there (rebel culture i guess)

The game already do that. The cities are rebelling for some turns before becomming a "real" part of your empire.
 
^ yea but I mean with units attacking it on top of that
 
Lord Olleus said:
add unit health when? what for?
like a city has health and happyness
the more happyness it has the less chance of a unit running away
the more health it has the faster it heals
you give health and happy boni on curtain tiles(jungle -1:health:)
 
I think a better way of representing this would be to have tiles that have a percent chance to damage to any units on the tile... so leaving units on tundra or jungle, for example, would cause them to gradually take more and more damage.
 
Dom Pedro II said:
I think a better way of representing this would be to have tiles that have a percent chance to damage to any units on the tile... so leaving units on tundra or jungle, for example, would cause them to gradually take more and more damage.

I have exactly this idea in my Roads and lands mod! :)
http://forums.civfanatics.com/showthread.php?t=181037
(see OP's attached document: section IV/3: Attrition)

BTW: I am still looking for a coder... ;)
 
good ideas ! Keep working man !
 
Well eventually-and I mean eventually ;)-I hope to have units in certain plot types and/or plots too far outside of friendly territory recieve a 'Unsupplied' promotion, which grants a -25% strength.
Just need to work out how to have this work in python-which is not my best suit btw.

Aussie_Lurker.
 
Well, my promotions mod that will hopefully be released soon already includes something that gives a strength penalty when in foreign enemy plots but not based on distance from friendly territory.
 
Can somebody tell me how to load this mod. I have it in the load a mod then load it then it doesn't work. Help please.
 
Is this mod going to be only Warlords compatible Olleus? You have alot of good ideas I have seen you post about and would love to either help and/or try this mod out. However, I only have Vanilla.

Kudos on this though. I know you have been planning this mod for quite a while. :)
 
Meaning that the Civ4.5 folder was gone, thats what the assets and other file should have been in, just makes it alot easier is all , that way the people d/ling it dont have to make thier own folder, OK?
 
Im sorry if you mis-undersand me, what i am saying is that CIV4 folder should be the first folder in the ZIP file, sorry for the mis-communication, then everything else is just the way you have it.

Dont worry about it, its more preference than anything, just easier is all.
 
This mod sounds great. Keep up the great work!

Can I suggest that plot bombardment makes it's way into the list of features (and maybe combined stack attack as well) - as seen in Dale's mod. They are great features if made to be less buggy and more balanced.
 
morale, supply lines, reserves. i was thinkin about that stuff not too long ago. glad to see somebody could incorporate them into a mod. some other ideas to ponder:

propaganda

mercenaries. available in various random cities (foreign and local)

slaves (sort of draftees without pay)

reincorporating firepower

the ability to band together a stack of units into a cohesive fighting force (army) using a general which would be created early on by the palace and later also by war academies. the number of generals would be determined by the size of your civ. the stack army would have the advantage of attacking and defending against another army with each unit being preplaced in battle (front line, in reserve, or in rear). units in reserve could move up to replace fallen units or have the option of flanking the outside units. bombarding units like archers or catapults would typically stand to the rear and reign hell on selected units.

instead of building units, conscript and train them. using a barracks or a palace you could conscript (like a draft) a number of units. the draft rate and total amount that could be drafted would be determined by the size of the city (or the presence of a general). and for a period of time they would train and gain strength. buildings like a war academy might help accelerate this rate (and give more early promotions). of course a city's commerce, growth, and production rate should be affected as more and more men are taken from their homes, family, and jobs.

starting the game out with no-loyalty cities across the map, to represent the un-organized peoples out there instead of an empty desolate map. kinda like the barb cities but they would not necessarily be as unfriendly and could join your civ (would act more like goody huts, but wouldnt disappear). given enough time one or more of these cities could rise up and form their own civilization.
 
looks very good, but the morale seems a bit... hmmph

wouldnt it suit the name more to have your military units 'scatter' by returning to the nearest city/changing its ownership or becoming un movable depending on the casulties you have taken in that war.

if you lost 20 riflemen in a war and you try to send more units to certain death, the script would have them change ownership or flee that 3 squares of road.

Edit: is it possible to have the supply lines work in a way that when at war, your cities allocate food for the military units (like early civ). but only at war. each 2 food supports 1 military unit if you overflow and have more units than that can be supplied some random effect is triggered (cant heal in enemy territory perhaps?) during war your cities will not grow becuase they are supplying food for the armies.
 
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