Great Wall Enhanced [DEAD - CAN'T BE DONE]

Hambil

Emperor
Joined
Oct 16, 2006
Messages
1,100
Heads up, assuming this is possible at all, I am going to mod back into the game the old ability of the great wall that stopped barbarians from entering your borders once it was built. Baring complications I'll have something in a day or so.

Next up after that, making attrition work for all units not just missionaries.

Yeah, I like to play defensively. Can you tell? :p

But if they keep taking my toys (these are all previous features) then I'll have to keep moding them back in... :lol:
 
Turns out this one really can't be done. Not without a DLL mod which is overkill.

Instead, I'm going to add it to my in progress attrition mod. This will add extra attrition to all units, and double to barbarians. Several other buildings/wonders will be modified, and perhaps a policy, to better support the concept of attrition also.

TBD:
* When at war all enemy units receive attrition in your territory
* Damage based partly on distance from capitol or perhaps nearest friendly city
* New promotions to reduce attrition
* March promotion reduces attrition
* Modified wonders (like Great Wall) to add/reduce attrition damage
* Create new buildings to add/reduce attrition damage
* Make a change to the Honor policy tree to increase barbarian attrition damage
* Probably create a custom civ with extra attrition as it's UA, or perhaps alter Russia's UA.

More as I think of them. All the above appear to be pretty easily doable. (But we'll see)
 
Okay, the idea isn't completely dead yet, but it's getting close. I have an idea to force a short (like 2 turn) peace between the two teams if a barbarian is too near your border. The problem is, although they 'look' like just another player/team from lua, I am not sure barbarians will respond to setting forced peace or open borders. I'll keep plugging at it for a bit, but I'm not hopeful.
 
Barbarian Warrior strays too close to your Great Wall capital and peace is made.

Meanwhile, on the other side of the continent, the Scout who was about to be pounded into dust suddenly discovers the Barb is now friendly, which permits the Scout to traverse the tile the Barb is in - probably taking the Encampment for the 25g in the process - and run away.
 
Joy killer. :p Wouldn't that be impossible, with a forced peace? It would effect both sides. That's why I wanted it to be short. A peace deal basically. But, this is why I say barbarians may not do what other teams do. For example, if I had forced peace with another player, I simply wouldn't be able to move into one of their units, or do anything that would start a war.
 
Joy killer. :p Wouldn't that be impossible, with a forced peace?

It's precisely because the player Scout and the Barb in the encampment are now at peace that it works. The scout can now "route through" the barb unit (can't stop there but can pass through the tile). And I'm pretty sure that would trigger the "Encampment Cleared" event. I suspect it would also trigger the "release civilians" code as well, if there were any captured workers/settlers in the camp

Edit: One sure way to find out. Start FireTuner, set up the little scenario and then call the lua to force peace between the player and barbs and see what happens
 
The result is basically chaos. However I learned a few things. Ultimately I'm reaching the conclusion that this mod is undoable without a dll edit I'm unwilling to make or request (as I don't want it and would likely not use it) and I'm going to scrap it and move the info on attritition to a new discussion thread.
 
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