Graded Invisibility Mod

Ahhh :)
Yeah it sounds real great :) - it gives so much strategy :) - you don't need to have modern tanks to win war - it would be possible with weaker invisible units - more treacherous type of war and i like it :). That means real trouble with partisants for germany.

Btw would it be hard to make that aafter taking city group of partisans arise - kinda it was in civ2 for example:
1-4 - 1 partisan
5-8 - 2 partisan
9-16 city population - 3 partisan
>17 - 4 partisan
preferably connected to leaders traits so if yugoslavian LH would have trait that gives bonus to partisants (for example +2 extra partisan units after taking city) - more partisants would appear after taking cities?

Sorry for offtop - but i think good example of invisibility are partisans units.
 
I'm in the final stages of completing just such a mod.

Sounds good. Are you including any form of random invisibility, as alluded to by asioasioasio?

I plan to post my own mini-mod when primem0ver updates the graded invisibility mod for warlords 2.13, unless I find unforeseen bugs. But if you include any kind of random invisibility I may have to reconsider my approach.
 
Sounds good. Are you including any form of random invisibility, as alluded to by asioasioasio?

No. I think I'll leave that to you ;) The only thing my mod deals with in terms of invisibility is allowing promotions to assign new invisible types to units. But since I wanted promotions that would grant invisibility on certain terrain/features, it seemed to make more sense to integrate it into a mod that already did this rather than just create that functionality from scratch.
 
Awesome work primem0ver ! This addition makes wars in civ4 really more tactical.

Asioasioasio's post speaking of partisans made me think of something that could be useful too for invisible units, concerning modern urban warfare. Another camo tag could give the the opportunity to better defend very modified landscapes :
<CamoImprovements>
<CamoImprovement>
With visilibity and invisibility percent odds ; partisans, militia or snipers could be partly invisible, low odds on village tiles and high odds on town tiles...

Btw will there be a release of primem0ver's graded invisibility or Dom Pedro's invisible promotions for Beyond the Sword ?
(I've just had a short look at the code, and BtS changed some parts of it, adding vectors thingies which are beyond my understanding)
 
Btw will there be a release of primem0ver's graded invisibility or Dom Pedro's invisible promotions for Beyond the Sword ?

Primem0ver said that he would update the Genetic Era mod for Beyond the Sword. Since the graded invisibility mod is a component of the aforementioned mod, I have to assume that he will update the invisibility mod for BTS.
 
Btw will there be a release of primem0ver's graded invisibility or Dom Pedro's invisible promotions for Beyond the Sword ?
(I've just had a short look at the code, and BtS changed some parts of it, adding vectors thingies which are beyond my understanding)

Yes, my mod will be for BtS... the real question will be: will there be a release for Warlords and vanilla? ;)
 
Btw will there be a release of primem0ver's graded invisibility or Dom Pedro's invisible promotions for Beyond the Sword ?
I also plan to integrade this SDK component into my BTS Ultimate Ranged Combat SDK which already supports seperate visibility ranges.

This mods allows me to create a modern destroyer unit which can detect at 4 different ranges.
- can detect normal ships at at 4 range
- can detect U-Boat subs at 3 range
- can detect Normal subs at 2 range
- can detect silent subs at 1 range
 
I also plan to integrade this SDK component into my BTS Ultimate Ranged Combat SDK which already supports seperate visibility ranges.

This mods allows me to create a modern destroyer unit which can detect at 4 different ranges.
- can detect normal ships at at 4 range
- can detect U-Boat subs at 3 range
- can detect Normal subs at 2 range
- can detect silent subs at 1 range

This sounds like a very good mod. I suppose we shall have to wait for primem0ver to update his mod...
 
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