Advanced Artillery Bombardment

Vespa Jester

Chieftain
Joined
Oct 26, 2007
Messages
23
Okay

I'm a fairly good modder i'd say, i'm no noob to this, and so really i'm ideally looking for some help from a decent modder or someone who knows roughly what could work, i've tried some stuff already, but its all just nonesense conjecture, and i'm really not sure where exactly to start on this.

What I want is to add this to a much much bigger mod i've been working on for some time. I want to AVOID python editing if possible, this is my big concern. I want to avoid this because of the fact that i've noticed and heard most of the mods don't work on mac, and my main 'playing partner' on civ is a mac user. I've converted my mod successfully onto a mac, but thats because it is all xml and art editing, no python.

So what i want to be able to do is:

Have siege weapons completely change the dynamic of the game. I've noticed that Naval and Air units are fairly useless (disagree with me if you will, but i annihilated players with large armies of both, by just having massive overwhelming land numbers of troops/tanks etc); so by using siege weapons i think i can bring those other units into the game, i think its clever (even if i say so myself haha) because it involves editing just one type of unit to balance and include and change the whole military dynamic.

How this would work is that siege weapons would have a weapon similar to the Fighter's 'attack' or 'bombing run' abilities (whatever they are called). So it would be a weapon that could attack a square a distance from the unit, i.e. an artillery gun would have a range of 5 squares (or more, whatever) and when you click on the ability you would get that 'green highlight square' thing you see with square selection weapons like nukes, bombing runs etc. Then the artillery unit would 'bombard' that squre adn the selected units/city you choose. The idea is that artillery would never really get involved in 'fighting' other units like infantry etc, they are espeically in modern warfare position around a territory on hills, forests etc and strike from a distance. This would apply to catapults, trebuchets, cannons and artillery etc.

Each siege weapons would get greater and greater with its range, and cause greater and greater collateral damage to more and more units.

Catapult - Immediate 8 squares around the catapult.

Trebuchet - Immediate 24 squares around the unit

Cannon - Immediate 48 squares

Artillery - Immediate 99 squares (probably, a bit large, but maybe you could have advanced promotions/techs to improve range and damage etc?)

So I hope that was clear, i.e. range 1 then 2, then 3 then 4 then 5 etc etc etc.

They would also do varying degrees of collateral damage. It acts JUST like the fighter and bomber plane abilities except that they are used by siege weapons and probably more effective then the planes etc, and can be moved around the map, positioned on hills etc. They would be VERY weak in combat too, so you can keep them well protected. The idea is that a well placed artillery battery or group of cannons, could cause HUGE damage to an army even of great size moving through your territory. This would make it VERY realistic to real life, suddenly there is great strategy, you can't just build lots of troops and 'rush the enemy' because artillery batteries will blow your whole force up before it becomes an issue, they can bombard you once a turn.

This means you would have to use planes to take them out first, so that you can make way for your army. OR certain units would have abilities making them 'invisible' to the enemy until your unit could sneak up and try and attack the cannon/catapult/artillery battery points. I can do that myself, but there is no point unless someone out there can help me with this. It would also be avaible to battleships too, and maybe even submarines (possible nuclear subs?). This would mean that ships were more important too. Anti-Air would be vital to have around the later part of the game too to protect your artillery batteries. Oh, and of course siege units would take a long time to build otherwise people would just build mass numbers of them. But again they would be useless in combat so if you can get in close, you'll take them out easily.

I hope that is all clear, not too boring and someone thinks it is a good enough idea to help me with it. I know it must be annoying when people just ask for help with no 'substance' already, but this is part of an ongoing mod, i'm just stuck on this bit. I have thought about trying to simply 'nick' the planes abilities and put them on the artillery but i can't find anything relavant in the files to point me to this.

Anyway, any help would be greatly appreciated, its part of a much bigger mod with tons of balances and changes, which i will put up as a full mod when this is done.

Thanks again in advance.
-VJ
 
Yeah, you should check out Ranged Bombardment in Dale's mod. You can make XML edits to range and accuracy to fit the needs you mention. Good idea, though! ;)
 
Yeah, that looks great,
I doubt dale will read this, but its a shame about the fact it seems to possess a modded .dll file. That is the file i think that has the issue with the mac. I've not heard of them ever being compatible. I really only want the ranged bombardment but it comes in a larger mod. If there was a way to seperate it and not possess the dll that'd be great but I assume no such luck! Never know though, I just assume that the dll is essential, if someone could get the dll working on mac then it'd be fine. Shame for those mac users!

Anyways good job thanks
VJ

p.S any feedback regarding making that more usable for mac would be great or how to extract the ranged bombarment on its own (or download it on its own) would be appreciated.
 
Well, unfortunately you can't really make changes to the combat logic without messing with the GameCore.dll. If you're restricted to XML changes, then you can't go beyond editing the existing values in e.g. unitinfo.xml.

I don't know anything about Mac's, except they look nice.
 
My ranged combat component requires DLL edits to function. Sorry mate. :)
 
You can use the iAirRange, iAirCombat, and iAirCombatLimit tags in the UnitInfo.xml file to give land and sea units a 'Ranged Attack' ability that similates ranged bombardment nicely and doesn't require any python on sdk changes.
 
Jeckel Macs don't have BtS so that isn't an option for them.
 
... really.. well atleast, according to the commercials, you can run OpenOffice without any problems... My advice, beg, borrow, or steal a PC and through the mac in the trash.
 
Jeckel Macs don't have BtS so that isn't an option for them.
What are you talking about?

The iAirRange, iAirCombat, and iAirCombatLimit tags in the UnitInfo.xml have been present since vanilla - they are not new to BTS.
 
Yeah but using them for air bombardment is (ala Final Frontier). ;)
 
Maybe I am missing something here, but I don't see why it wouldn't work using the same method used for Bombers (iBombRate etc.) in a vanilla setup for other types of ranged attack units.
 
Hmm
I think all these 'bombrate' things etc aren't enough. The actual bombing commands etc seem (i could be very wrong) intrinsicly linked to the unit itself - also i'm using warlords, i'm holding off buying bts until it comes out for the mac, I have a PC but my main sparring partner is a mac user. If it is linked to the unit then no matter what stats you give the unit under various settings won't work because the button to bombard won't appear, nor would there be animations etc, it just wouldn't appear - its like when I was trying to create a 'culture like' reputation simulation for naval units just using the XML stuff etc, adding the ability to do culture bombs, or even giving culture rates doesn't work, because the unit was never designed to give off culture. Same applies to this I think. It's a shame, but maybe unlikely as it is Firaxis will unveil some component to allow better cross platform compatibility but until then "a man can dream, a man can dream" (prof farnsworth, anthology of interest futurama)

Although I started this thread - it'd be stupid to ask about something else here, but breifly so I don't have to start another thread just for now - anyone heard of, or thought about the idea of creating a 'leader' unit? The unit would represent YOU the leader of your civ, when in a city they act like palaces giving benefits etc, if a city has not seen the leader unit visiting their city for a set amount of time tey get angry etc, the unit can fight but not well, acts like a great person mostly and can even be captured or assassinated (a new victory condition maybe - Assassinate/Abduct the Leader?) I just think it could be fun.

Anyways cheers for having a go guys
 
There is no way to accomplish any of the stuff mentioned in your last post without using Python (at the very least).
 
Although I started this thread - it'd be stupid to ask about something else here, but breifly so I don't have to start another thread just for now - anyone heard of, or thought about the idea of creating a 'leader' unit? The unit would represent YOU the leader of your civ, when in a city they act like palaces giving benefits etc, if a city has not seen the leader unit visiting their city for a set amount of time tey get angry etc, the unit can fight but not well, acts like a great person mostly and can even be captured or assassinated (a new victory condition maybe - Assassinate/Abduct the Leader?) I just think it could be fun.

there was something like that on civ3; Regicide. But it couldn't do all the extras that you mentioned, though that sounds cool. I think someone even re-created the regicide option for civ4, but I can't recall where to find it.

Shiggs
 
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