raystuttgart
Civ4Col Modder
To avoid questions and have a context for the Combat Overhaul "Part 1" ...
As a preview:
Part 2 is about actual "Attack Ranges".
Currently Combat Types basically just define Promotions.
This concept would give them different Attack Types (on the map) as well.
----
As further preview:
Part 3 is about "Combat Morale".
(Will also have an XML attribute but will also be influenced by other game mechanics - e.g. Happiness.)
Most importantly Morale will give additionally bonus / malus on Combat Strength (defense and offense) depending on the combat situation (see "Tactics").
Additionally Combat will get a few more outcomes.
(If "Morale" breaks i a Combat that takes more internal combat turns.)
As further preview:
Part 4 is about chosing different "Tactics".
(Unit / Professions specific: See Promotions.)
New "Tactics" would need to be acquired / unlocked by Promotions (thus XP).
Generally however there will not be just one "Attack" and not just "one Defend" anymore.
As further preview:
Part 5 is about "Stacks".
(Stack Limits that can be increased by "Leaders".)
Normally Stacks are smaller
(Balancing to be discussed. Maybe 5 without a leader.)
However, if you add a leader e.g. a "Brave Lieutenant" or a "General" you can increase the limit.
(In water it would be "Capable Captain" and "Admiral".)
Of course they would also give Promotions.
(e.g. Promotions with new Tactics as described above.)
That is e.g the reason for this concept.
----
As further preview:
Part 6 is about potentially using "bLineOfSight" (for Combat gameplay)
To e.g. allow real "flanking attacks" or real "rear attack".
----
As further preview:
Part 7 is about potentially using "bInvisible" (e.g. ambushes and surpise attacks)
It was already planned with Rangers but the old implementation did not really work out.
----
As further preview:
Part 8 is about adding "Support Professions" (for Stacks)
e.g. Combat Surgeons (healing), Military Priest (morale), Combat Pioneer (defense), Combat Scout (e.g. to prevent Flank Attacks, ...)
Those should use the Experts already in game.
Will be difficult to teach AI though ...
----
As further preview:
Part 9 is about "Slowing Down Healing" outside of your own Cities.
(Not completely deactivating it though.)
Potentially it could even be dicussed to heal only up to 50% out of Cities.
(Enemy Territory, Neutral Territory and Own Territory will only influence the Speed.)
Feature "Health" already got a submechanic / healing Bonus (for Miltiary Untis on Plot) for that purpose implemented.
Combat Surgeons (see above) will help, but they are no miracle makers either.
(They can not replace dead soldiers.)
Generally the incentive to either conquer a City or return to your home Cities to heal should be increased.
Forts and Mostareries would also allow healing since they are internally already handled as Cities.
Will be difficult to teach AI though but not impossible ...
Comments:
Still need to consider if this should be done for Scouts and Ships as well.
(Currently I tend to to allow Scouts and Ships to fully heal / repair themselves without a City.)
Potentially "Pillaging" could also restore a bit of Health instantly.
----
I want to shift detailed discussion about it however until we may one day have implemented "Part 1" ...
As a preview:
Part 2 is about actual "Attack Ranges".
- Melee --> Short Attack Range (High Direct Damage)
- Randed (Gun) --> Medium Attack Range (Medium Ranged Damage)
- Bombard --> High Attack Range (Lower Bombard and Collateral Damage)
- Mounted --> Being able to defend / retalliate vs. any "Attack Range" (due to speed)
Currently Combat Types basically just define Promotions.
This concept would give them different Attack Types (on the map) as well.
----
As further preview:
Part 3 is about "Combat Morale".
(Will also have an XML attribute but will also be influenced by other game mechanics - e.g. Happiness.)
Most importantly Morale will give additionally bonus / malus on Combat Strength (defense and offense) depending on the combat situation (see "Tactics").
Additionally Combat will get a few more outcomes.
(If "Morale" breaks i a Combat that takes more internal combat turns.)
- Glorious Victory (Winner instantly generating a "Brave Captain")
- Decisive Victory (Winner getting additional XP)
- Retreat in Disorder (Loser suffering additional damage while retreating)
- Surrender (Loser becoming a "War Prisoner)
As further preview:
Part 4 is about chosing different "Tactics".
(Unit / Professions specific: See Promotions.)
New "Tactics" would need to be acquired / unlocked by Promotions (thus XP).
Generally however there will not be just one "Attack" and not just "one Defend" anymore.
- You might e.g. use something like "Flanking", "Frontal Attack", "Storm Attack", "Hold the Lines", ...
- The enemy would also chose "Tactics" and depending on the combination (and Terrain and ...) combat could turn out completely differently.
As further preview:
Part 5 is about "Stacks".
(Stack Limits that can be increased by "Leaders".)
Normally Stacks are smaller
(Balancing to be discussed. Maybe 5 without a leader.)
However, if you add a leader e.g. a "Brave Lieutenant" or a "General" you can increase the limit.
(In water it would be "Capable Captain" and "Admiral".)
Of course they would also give Promotions.
(e.g. Promotions with new Tactics as described above.)
That is e.g the reason for this concept.
----
As further preview:
Part 6 is about potentially using "bLineOfSight" (for Combat gameplay)
To e.g. allow real "flanking attacks" or real "rear attack".
----
As further preview:
Part 7 is about potentially using "bInvisible" (e.g. ambushes and surpise attacks)
It was already planned with Rangers but the old implementation did not really work out.
----
As further preview:
Part 8 is about adding "Support Professions" (for Stacks)
e.g. Combat Surgeons (healing), Military Priest (morale), Combat Pioneer (defense), Combat Scout (e.g. to prevent Flank Attacks, ...)
Those should use the Experts already in game.
Will be difficult to teach AI though ...
----
As further preview:
Part 9 is about "Slowing Down Healing" outside of your own Cities.
(Not completely deactivating it though.)
Potentially it could even be dicussed to heal only up to 50% out of Cities.
(Enemy Territory, Neutral Territory and Own Territory will only influence the Speed.)
Feature "Health" already got a submechanic / healing Bonus (for Miltiary Untis on Plot) for that purpose implemented.
Combat Surgeons (see above) will help, but they are no miracle makers either.
(They can not replace dead soldiers.)
Generally the incentive to either conquer a City or return to your home Cities to heal should be increased.
Forts and Mostareries would also allow healing since they are internally already handled as Cities.
Will be difficult to teach AI though but not impossible ...
Comments:
Still need to consider if this should be done for Scouts and Ships as well.
(Currently I tend to to allow Scouts and Ships to fully heal / repair themselves without a City.)
Potentially "Pillaging" could also restore a bit of Health instantly.
----
I want to shift detailed discussion about it however until we may one day have implemented "Part 1" ...
Last edited: