Any volunteer to mod a scout unit for me?

gunnergoz

Cat Herder
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First, I have absolutely no modding experience nor knowledge of coding or programming. So I'm basically hoping some kindhearted soul with some time on his hands would consider modding this for me. Of course the mod would belong to that person and could be replicated as they wish.

What I would like, is to modify the existing game unit "scout" to have different characteristics and promotions.

Ideally, would be upgradeable over time.

It would start with only a defense strength (say, 4), no offense strength, 2 hex movement, +1 visibility, ignores terrain cost and a special trait of 66% chance to retreat if attacked.

Promotions would include greater visibility, greater movement, heal while in enemy territory, ability to pillage, increased chance to retreat if attacked.

With the completion of horseback riding tech, the unit could be upgraded to a mounted scout, which would be similar to the earlier except it would have a 4-hex movement in clear terrain, but would stop upon entering rough terrain or crossing a river.

With the completion of internal combustion engine tech, the unit could be upgraded to a motorized scout, which would be similar to the earlier versions except with a 6-hex movement, but like the mounted scout, would have to stop upon entering rough terrain or crossing a river.

I see this unit as entirely replacing the game's existing scout and using the existing animations for horseman and for jeep (used for modern generals IIRC).

It would be nice to upgrade the motorized scout to a helicopter scout with no offensive power, but I suppose that may be asking a bit much.

The philosophy behind this unit is that I believe scouts in the game are mischaracterized by being given an attack strength. In real life, scouts are traditionally units that gather information and retreat when confronted - they typically are not attack forces. They should shy away from contact and if forced to fight (like by being cornered by terrain or lack of retreat paths), their small size and minimal armament should make them very vulnerable.

This would make scouts of minimum use for defensive purposes, but would make they useful as a picket line in the defense (warning you of the enemy's approach, but being unable to do much of anything to delay it) and of course as explorers and recon units in offensive play.

Is there anyone out there interested in taking this on?
 
EDIT: See Post 16 for latest version

Something like

Code:
Scout (uses scout graphics)
  Moves: 2
  Strength: 4
  Cost: 25
  Req Tech: None
  Obs Tech: TECH_COMBUSTION
  Resources: None
  Pillage: No
  Free Promotions: SCOUTING_1, IGNORE_TERRAIN_COST, ONLY_DEFENSIVE, WITHDRAW_BEFORE_MELEE_66
  Promotions: MEDIC, SCOUTING_2, SCOUTING_3, SURVIVALISM_1, SURVIVALISM_2, SURVIVALISM_3, WITHDRAW_BEFORE_MELEE_80
  Upgrade: Mounted Scout
  Goody Upgrade: Archer

Mounted Scout (uses horseman graphics)
  Moves: 4
  Strength: 6
  Cost: 50
  Req Tech: TECH_HORSEBACK_RIDING
  Obs Tech: TECH_ROCKETRY
  Resources: Horse
  Pillage: Yes
  Free Promotions: SCOUTING_1, IGNORE_TERRAIN_COST, ONLY_DEFENSIVE, WITHDRAW_BEFORE_MELEE_66, ROUGH_TERRAIN_ENDS_TURN
  Promotions: MEDIC, SCOUTING_2, SCOUTING_3, SURVIVALISM_1, SURVIVALISM_2, SURVIVALISM_3, WITHDRAW_BEFORE_MELEE_80
  Upgrade: Mobile Recon
  Goody Upgrade: Chariot Archer

Mobile Recon (use modern great general graphics)
  Moves: 6
  Strength: 18
  Cost: 150
  Req Tech: TECH_COMBUSTION
  Obs Tech: None
  Resources: None
  Pillage: Yes
  Free Promotions: SCOUTING_1, IGNORE_TERRAIN_COST, ONLY_DEFENSIVE, WITHDRAW_BEFORE_MELEE_66, ROUGH_TERRAIN_ENDS_TURN
  Promotions: MEDIC, SCOUTING_2, SCOUTING_3, SURVIVALISM_1, SURVIVALISM_2, SURVIVALISM_3, WITHDRAW_BEFORE_MELEE_80
  Upgrade: None
  Goody Upgrade: None

Airborne Recon (uses helicopter gunship graphics)
  Moves: 6
  Strength: 25
  Cost: 300
  Req Tech: TECH_ROCKETRY
  Obs Tech: None
  Resources: Oil
  Pillage: No
  Free Promotions: HOVERING_UNIT, NO_CAPTURE, SCOUTING_1, IGNORE_TERRAIN_COST, ONLY_DEFENSIVE, WITHDRAW_BEFORE_MELEE_66
  Promotions: MEDIC, SCOUTING_2, SCOUTING_3, SURVIVALISM_1, SURVIVALISM_2, SURVIVALISM_3, WITHDRAW_BEFORE_MELEE_80
  Upgrade: None
  Goody Upgrade: None
 
Yessss!! :king::dance::trophy:
Would it be difficult to do? I have no idea what you do with that information since I assume there are multiple files affected.
 
I thank you very much, this is most excellent! I'm dying to try it out. We'll see if theory and history can live with gaming and fun! :D
 
Post #2 updated (there were a few errors in the stats) and also attached the mod.

Let me know if there are any issues (apart from missing text in the Civilopedia!)

BTW American scouts on hills (vis 4 tiles) will keep Barbs at bay!
 
-whowar69, I appreciate this very much indeed. Off to the wars!
 
Works like a charm! It is really nice to use scouts as they were intended.
 
I like them "running away", but with no offensive capability, I'm wondering how theyll ever get XP to get promoted. Other than standing in front of archers/ships, or from being built in a city with Barracks, et al.

Perhaps an attack penalty (-50% against anything, or even higher) would be better than being "only defensive" - that way you can still use them to mop-up 1hp units.
 
You have a good point there, friend. I see what you mean.

First, is there no way to reward them for doing their job of exploring? Is there is no way to passively award scouts a small experience credit for being outside of friendly territory, in neutral territory? Maybe even boost it if they are in enemy territory? (Passive in the way units can gain experience by simply serving as a city garrison when the proper policy is in effect.) Over time the scout would accrue experience for simply scouting...

Alternately, If passively rewarding exploring is not feasible, we could go with the attack penalty that you propose (half strength for starters) and, as you say, allow for "cleanup" attacks, maybe that would do the trick.

What I want to avoid is that scouts just become cheaper warriors and static city garrisons...that's not what they are designed for. But, by giving them very limited offensive power against already wounded units, they can become what the military calls an "economy of force" unit that can be used offensively under certain limited circumstances where their inherent weakness is not problematic.

So is there any way to give them an attack bonus against enemy units that are at less than half strength? That would make for an interesting side specialty, more in line with the way modern Armored Cavalry (in the US Army terms) may be tasked as an economy of force rear area cleanup unit, mopping up enemy units that have infiltrated into friendly rear areas after a penetration, or the remnants of an enemy force left behind after friendly forces make a breakthrough.
 
Thanks Nutty - that's already in the scout stats, but you are correct in suggesting that too.
 
Your units gunnergoz - let me know if you want them changed to remove the defensive only in preference for heavy penalties for attacking. You probably could add Lua to grant XP as they explore, but that's more work than I was intending to expend on them ;)
 
Thanks Whoward69, I'll play with them as they are for a while and see how they work over an entire game.
 
-Whoward69, please check your PM.
 
Latest version (still v1) attached

I removed the "defensive only" and made them -50% against melee, gun, archer and siege, -75% against mounted, armor, helicopter and cities but +50% against recon (so sneaky b*****ds can ambush other sneaky b******s ;) )
 
Whoward69, you are a Prince among Men. :D

I do like the bonus vs other scouts: think of it as the "skulking skirmisher skill."
 
Not even sure why I'm posting but.. did you mean +50% -attack- versus recon? Because +50% against themselves may as well be zero.
 
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