Idea for a new Mod Comp - Reverse Engineering

TheLopez

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Please stop me if this has already been done...

What if there was a mod comp that allowed you to capture enemy units that required a prereq tech, then you could take that unit to a city with a special building... once that unit was there a new action would be available that would allow you reverse engineer that unit. If the reverse engineering was successful then you would get one of the prereq techs. No matter what the process of reverse engineering would destroy the unit.

What do you guys think?
 
What about simply adding :science: for the Tech granting the unit? So by destroying a unit that requires Industrialism you could gain some amount of research progress towards that Tech.

But the best solution could very well be a random event that gives the player the option to invest money in reverse engineering the Technology behind the unit that triggered the event.

Also, a mod comp that would allow you to "capture" defeated units would be interesting. It could be coupled with a new combat outcome - "surrender". So overwhelming a enemy unit could make it surrender instead of being destroyed. The unit would still be lost to all players by default, but there would be no combat experience gained from defeating a unit that refuse to shoot back. It could however - in some rare cases - lead to the "capture" of the unit. And by capturing a unit there could also be reverse engineering.

Or something.
 
What about simply adding :science: for the Tech granting the unit? So by destroying a unit that requires Industrialism you could gain some amount of research progress towards that Tech.

But the best solution could very well be a random event that gives the player the option to invest money in reverse engineering the Technology behind the unit that triggered the event.

Also, a mod comp that would allow you to "capture" defeated units would be interesting. It could be coupled with a new combat outcome - "surrender". So overwhelming a enemy unit could make it surrender instead of being destroyed. The unit would still be lost to all players by default, but there would be no combat experience gained from defeating a unit that refuse to shoot back. It could however - in some rare cases - lead to the "capture" of the unit. And by capturing a unit there could also be reverse engineering.

Or something.
But could it all be done in python :p
 
Python? I though you knew how to do it for real, in the SDK... :rolleyes:
 
I could swear there was something similar to this in Civilization or Civ2 (maybe TOT), unless I'm just imagining things.

I thought when you destroyed a unit in one of those games there would be a chance that you learned the prereq tech, but again I could be mistaken or thinking of a different game.

EDIT: Oh yeah, forgot the main point of my post. I think this should be strictly for "mechanical" units. So basically I think you should be able to reverse engineer ships, seige-craft, planes, tanks, artillery, mechanized infantry etc. but not things like Axemen or Knights. And you should probably be able to do this with either the engineering or replaceable parts technologies (if you want to attach it to a building then either invent one or make it the University or something).
 
I could swear there was something similar to this in Civilization or Civ2 (maybe TOT), unless I'm just imagining things.

I thought when you destroyed a unit in one of those games there would be a chance that you learned the prereq tech, but again I could be mistaken or thinking of a different game.

EDIT: Oh yeah, forgot the main point of my post. I think this should be strictly for "mechanical" units. So basically I think you should be able to reverse engineer ships, seige-craft, planes, tanks, artillery, mechanized infantry etc. but not things like Axemen or Knights. And you should probably be able to do this with either the engineering or replaceable parts technologies (if you want to attach it to a building then either invent one or make it the University or something).
Why not axemen or knights? they have swords and axes that could be reverse engineered.
 
Well, maybe Knights, but it makes no sense from Axeman. You can't take an axe and determine how to create the bronze required for the weapon. Sure, you can see the form of the weapon, but how can you figure out the process of creating Bronze based on looking at an axe?
 
Reengineering would only make sense for Mechanized units imo.

I think that getting the full tech from just one unit might be a little excessive, but a boost towards one the missing prereq techs would be fine.

Making sure that the AI understand how to make use of this is another concern.


Easiest solution might be to randomly trigger an event whenever killing specific unitclasses.
 
Also, a mod comp that would allow you to "capture" defeated units would be interesting. It could be coupled with a new combat outcome - "surrender". So overwhelming a enemy unit could make it surrender instead of being destroyed.

A mod like this is existing. It's called 'Lost Battles'. :mischief: I ask for your patience. ;)
 
But could it all be done in python :p

Sure, though it might not be 100%.

onCombatLogCalc and onCombatResult hooks provide the necessary data. I don't know if onCombatLogCalc is before or after combat, but worst case you could reconstruct the unit (or slave) which was deemed to have surrendered in onCombatResult. The only issue would be damage to the winner, so maybe some hook in onCombatLogHit too?

SDK would be best though, and I'd add in a "iMorale" tag which sets a base quality for the unit, and the some promotions to raise/lower it. Something similar to the "unit allegiance mod" (IIRC is about units switching sides) enhanced with more goo.


As for accumulating beakers, setResearchProgress is used. I disagree with the others in that all units should help. Consider not having archer technology, but defeating them in combat. Having bows to study would be a huge help, but still would take time to learn to make and train units to use them. So only add beakers from combat if less than 70% accumulated so far. Or use this info to give a chance getting the anti-archer/tank/gunpowder/cavalry.. promo or tech that enables it.
 
I thought when you destroyed a unit in one of those games there would be a chance that you learned the prereq tech, but again I could be mistaken or thinking of a different game.

In Master of Orion 2 you could capture enemy spaceships and scrap them for money & technology at one of your own space stations.

I think it would be a nice addition to Civ4. I think it could be done with python, but SDK would be favorable of course. If it works, a nice extra could be a promotion called something like "self-destruction device" to counter the effect. Maybe it could also damage the winning unit a bit as bonus. :)
 
In Master of Orion 2 you could capture enemy spaceships and scrap them for money & technology at one of your own space stations.

I think it would be a nice addition to Civ4. I think it could be done with python, but SDK would be favorable of course. If it works, a nice extra could be a promotion called something like "self-destruction device" to counter the effect. Maybe it could also damage the winning unit a bit as bonus. :)

And this is the reason why I love this community! :goodjob:

Having a self destruction promotion sounds like a great idea!
 
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