Combat settlers!

MaxArt

Chieftain
Joined
Sep 6, 2005
Messages
74
Did anyone make a "combat" settler? I mean, a settler that can be used as a regular settler, but comes with some defensive strenght, so that he can be quite safely used to create "military" forts (cities with tactical interest during a war).
Even at the beginning of the game, he should costs more than a regular settler (maybe 50 shields), and can be upgraded to medieval, industrial and modern combat settler (that should cost even more), so that his defensive strenght matches the offensive strenght of the units of the era.

Here's what I have in mind:

Ancient combat settler
0.1.1, 50 shields
The first combat settler. I don't know if it should deserve 2 for def. If someone wonders if a defensive strenght of 2 is too much, I think that at the beginning of the game the player may prefer to build regular settlers instead, and spread as much a possible. What do you think?

Medieval combat settler
1.2.1, 60 shields
At the end of the Mid Ages, we have the cavalry, with an offensive strenght of 6; at the beginning, we can build knights. Maybe a defensive strenght of 3 is better, but in this case he will match the values of the pikeman. I wanted this settler to have the ability to capture undefended units, like workers and artilleries, but maybe 0.3.1 will work better...

Industrial combat settler
1.4.1, 80 shields
Nothing to say. This settler is expensive, indeed.

Modern combat settler
1.6.2, 100 shields, 3 pop?
A fast intrusive combat settler, expensive also in population.
 
Perfectly possible!

The main problem is that the AI would almost certainly not use them very well. It can only understand a single "AI Strategy" tick in the Editor. Sometimes the AI can surprise in this respect: my work in progress has Workers with defensive capability, and knowing the AI's limitation I specified only the "Terraform" strategy; but the AI uses them for defence as well anyway. Curious!
 
it could work, but the AI will always crank em out...make em cost pop=3 or 4 and AI wont like em so much...and if you want a "combat" Settler, concider using an MU(multi-figure unit) with a settler and (many possibilities)a guy with him
 
Spacer One said:
it could work, but the AI will always crank em out...
Do you think so? They are meant to be more expensive than a regular settler, plus a defender, or just as much but with lower combat specs.

...and if you want a "combat" Settler, concider using an MU(multi-figure unit) with a settler and (many possibilities)a guy with him
It's a good idea, but in this case the combat specs must match the ones of the defending unit. Even the movement, while I wanted the modern combat settler to move by 2.
I'll think about that.
 
Plotinus said:
Perfectly possible!

The main problem is that the AI would almost certainly not use them very well. It can only understand a single "AI Strategy" tick in the Editor. Sometimes the AI can surprise in this respect: my work in progress has Workers with defensive capability, and knowing the AI's limitation I specified only the "Terraform" strategy; but the AI uses them for defence as well anyway. Curious!
The AI will use anything with a defense rating as a defender if it's the lone unit in a city.

For a while, non-human settlers in LOTM had defense >0, but this crippled the AI which would use its first settler to defend its capital instead of settling, much slowing down its early expansion.
 
There is a Covered Wagon settler unit floating around somewhere with attack/defense capabilities. I haven't played around with this at all, but I would suspect you could control the AI use of the unit by only checking the settler flag, and leaving the offense/defense unchecked.
 
Amesjustin said:
There is a Covered Wagon settler unit floating around somewhere with attack/defense capabilities.
It´s the one in TAM or in RFRE, I´m not sure, but I think it´s in one of those two.
 
Why don´t you call them Raiders or Invaders?
 
Takhisis said:
Why don´t you call them Raiders or Invaders?
Invader seems good. Thank you!
 
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