Der PH
Combat Smurf
Problem:
The 'sinks in sea' and 'sinks in ocean'-flags become useless after astronomy resp. navigation. After that even galleys can cross the oceans without problems. Later ships like ironclads, which in reality were hardly able to leave coastal waters, are not at all affected by those flags.
Kryten suggested to make coastal ships wheeled and ocean tiles impassable for wheeled units, but this seemed to radical to me.
Inspiration:
Playing the Age of Discovery Conquests scenario I spotted that in this scenario ocean tiles have a movement cost of 2.
Idea for my mod:
Sea and ocean tiles get movement cost of 2. Medieval ships like caravel, galleon and early industrial ships like the ironclad get the 'ignore movement cost for sea'-flags.
Late industrial and modern ships (destroyer, battleship, ...) get 'ignore movement cost for sea' and 'ignore movement cost for ocean'-flags.
Result:
After astronomy resp. navigation coastal ships are not in danger of sinking in the open sea, but they are slow. For a lot of routes the fastest movement path will be near the coast, so they won't be seen on the ocean very often.
Side effects:
On nearly every random map, I've seen so far, there were some 'routes' of sea-tiles without island in the oceans. Useful for caravels they got useless after navigation in vanilla game. Now they will be fast passages during the whole age of sailing (which BTW I made much longer by modding the tech tree). On these passages ocean-crossing ships will gather and ... my privateers will wait at that points of the map instead of endlessly roaming the empty oceans.
This of course enables the introduction of special sailing ships, that also have the 'ignore movement cost for ocean'-flag checked. To my mind comes the merchantman, which would replace the galleon for the dutch and IMHO be a much more appropriate UU than the swiss merc.
Comments, ideas, rants?
The 'sinks in sea' and 'sinks in ocean'-flags become useless after astronomy resp. navigation. After that even galleys can cross the oceans without problems. Later ships like ironclads, which in reality were hardly able to leave coastal waters, are not at all affected by those flags.
Kryten suggested to make coastal ships wheeled and ocean tiles impassable for wheeled units, but this seemed to radical to me.
Inspiration:
Playing the Age of Discovery Conquests scenario I spotted that in this scenario ocean tiles have a movement cost of 2.
Idea for my mod:
Sea and ocean tiles get movement cost of 2. Medieval ships like caravel, galleon and early industrial ships like the ironclad get the 'ignore movement cost for sea'-flags.
Late industrial and modern ships (destroyer, battleship, ...) get 'ignore movement cost for sea' and 'ignore movement cost for ocean'-flags.
Result:
After astronomy resp. navigation coastal ships are not in danger of sinking in the open sea, but they are slow. For a lot of routes the fastest movement path will be near the coast, so they won't be seen on the ocean very often.
Side effects:
On nearly every random map, I've seen so far, there were some 'routes' of sea-tiles without island in the oceans. Useful for caravels they got useless after navigation in vanilla game. Now they will be fast passages during the whole age of sailing (which BTW I made much longer by modding the tech tree). On these passages ocean-crossing ships will gather and ... my privateers will wait at that points of the map instead of endlessly roaming the empty oceans.
This of course enables the introduction of special sailing ships, that also have the 'ignore movement cost for ocean'-flag checked. To my mind comes the merchantman, which would replace the galleon for the dutch and IMHO be a much more appropriate UU than the swiss merc.
Comments, ideas, rants?