Defensive UBs and Castle Ideas

I like Xienwolf's idea but I think it should only work with a unit in the fort and the unit should get attacked instead of the fort

I agree - that'd link the results directly to the potency of the involved units and allow the player a lot more control over the nature of the garrison.

So, if that's true, forts would just add a "zone of control/conflict" ability? And I suppose a combat bonus.

Units could effectively be in more than 1 tile at a time. That's a decent way to represent cutting supply lines, I guess: The attacker is forced to take out the Fort-ified units before advancing further.

OTOH I bet xienwolf's idea is a lot easier to code. Perhaps if the fort's stats are modified by the garrison, and the garrison's stats are modified by the fort's? The fort acts as an intermediary between the opposed units.
 
http://forums.civfanatics.com/downlo...o=file&id=7077
http://forums.civfanatics.com/showthread.php?t=243427

Those forums are good reading for anyone interested in zone of control (ZoC) forts. Just have to port the work of jeckel. Some changes to his work would be awsome like, taking over forts helped offensively (jeckel has them pillaged), and trapts could be designed for ZoC purposes instead of progammed python; as well as scouts and hunters tech line able to difuse trapts.
I aslo like the idea of Defensive buildings reintroduced, especially for defensive civs, who should have defensive UB. Orbi modmod has added them back in. now just need UB for defensive civs.
 
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