[IDEA] New combat functions or so.

civfan613

Warlord
Joined
Jul 21, 2012
Messages
231
I thought of making a new topic, so it doesn't get drowned immediately.
Anyways.

I thought of a few possibilities to vary the combat abilities of units:
1. Not using up their movement/attack turn.
Meaning, a chance to still have the same movement after using an attack or moving.
Since this is merely a changing variable - I hope it wouldn't be THAT hard to Python it into "regenerating".
This can be extended to reducing it, replenishing it, increasing it etc.
I see it like using CheatEngine on the moving value, but in-game.
Can it be implemented at all???
What do you think?
2. Similarly, affect strength and other values not on the constant promotion level, but making it change during the turn.
Like, if this unit battles a specific type of unit, there is a CHANCE to change either unit's strength.
Not a stable promotion "+50% vs archers", but rather "50% for +100% vs archers".
3. The same thing improved, should enable units to actually interact and enable/disable such abilities.
Like, "if this unit battles an Archer, 50% to turn that archer's positive promotions off".

May be funny, but these ideas are a combo of HoMM3+ and... Yugioh.:mischief::lol:

Thanks for reading.
I do hope for anything positive in response.:cool:

I'd like ANY response - but it seems that this idea simply got ignored:
Over 50 views - 0 replies...
Oh, well...
Not the first time, right?
 
1. Not using up their movement/attack turn.
Meaning, a chance to still have the same movement after using an attack or moving.
Since this is merely a changing variable - I hope it wouldn't be THAT hard to Python it into "regenerating".
This can be extended to reducing it, replenishing it, increasing it etc.
I see it like using CheatEngine on the moving value, but in-game.
Can it be implemented at all???
What do you think?​

Attack is the equivalent to a single movement point. Already is a unit has more movement points they can move after attack. If they have multiple attacks then they can use the extra movement points to attack again. their turn ends when they have used all movement points or you tell the unit to end its move.

2. Similarly, affect strength and other values not on the constant promotion level, but making it change during the turn.
Like, if this unit battles a specific type of unit, there is a CHANCE to change either unit's strength.
Not a stable promotion "+50% vs archers", but rather "50% for +100% vs archers".​

Unit types already have definitions that say they have specific bonuses verses terrain and other unit or unit classes.

3. The same thing improved, should enable units to actually interact and enable/disable such abilities.
Like, "if this unit battles an Archer, 50% to turn that archer's positive promotions off".​

I am not sure what you are getting at here. Any random change to chances of success would only change the random nature of the attack. Do we then have to put that information in the odds that can be viewed before you attack?

I'd like ANY response - but it seems that this idea simply got ignored:
Over 50 views - 0 replies...
Oh, well...
Not the first time, right?

You posted this after I went to bed and then expect answers before I got up. Seems a bit impatient no? :)
 
DH
Did you WAKE up???
Cause your reply seems to imply otherwise...
1. I mean:
Take a unit with movement=1.
Give it promotion="50% of not using up a movement point in battle".
It has a 50% chance to STILL have that 1 movement point AFTER a battle.
Meaning, it can move/attack MORE than once per turn, chance-dependent.
Other variations would result in a similar routine.
Basically:
"This unit can attack twice per turn", in a sense.
Not a Tank with 2 or 3 movement points - even a simple 1-movement Militia.
Got it now?
2. Similarly, not having FIXED strength multipliers at certain conditions - but having a CHANCE to TRIGGER such a multiplier.
Meaning, it can FAIL too.
And if BOTH have such triggers, the outcome can be VERY varied, not just based on the built-in "vanilla" battle randomization.
Say, 2 vs 2, both having 50% chance for +50%.
Outcomes:
2-2
2-3
3-2
3-3
Well, simplified.
3. Now a similar example, but both have 50% chance to BLOCK positive bonuses.
So, both have a FIXED +100% vs the other type and a TRIGGERED 50% of +50%, plus a TRIGGERED 50% chance to negate ALL positive bonuses of the other.
Now:
2-2 basic stats without bonuses - OR if both negations activated
4-4 nothing triggered, both fixed bonuses applied
6-4 first triggered its bonus
2-4 first triggered its bonus, but second negated it with its own
2-6 same, but second also triggered its own bonus
STILL don't get it???

Good night then...:lol:
 
DH
Did you WAKE up???
Cause your reply seems to imply otherwise...

Well I had not had my :coffee: but I did not get any of what you just said in your last post from your first post.

While it is an interesting idea I would not find that it adds much to game play, but then I don't think combat adds much anyway. To me combat is just something you have to do now and then as a side issue to the real game.
 
DH
Ok, I might be playing both HoMM3 and YGO too much recently - cause all these ideas come from there.
(Actually, much more from YGO, than HoMM, except for the movement conservation idea. I tried introducing YGO Effects into Civ, in a sense.:lol:)
Anyways, I'll wait for what others have to say - maybe someone would actually like this idea.
Also, even though I myself HATE combat in Civ, and especially in C2C, but that's EXACTLY due to it being BORING and PRIMITIVE...
Having better units is pretty non-entertaining at all - they ALL use the same mechanics and differ only in their strength and a bit in movement points.
ALL promotions can basically be simplified to either "+strength" or "+movement", with only a very few others.
Yet, none of them make the battling system look realistic, as in REAL random strength and unit INTERACTION.
Anyways, I was just sharing my ideas, nothing more.
Nighty night. :lol:
 
DH
Ok, I might be playing both HoMM3 and YGO too much recently - cause all these ideas come from there.
(Actually, much more from YGO, than HoMM, except for the movement conservation idea. I tried introducing YGO Effects into Civ, in a sense.:lol:)
Anyways, I'll wait for what others have to say - maybe someone would actually like this idea.
Also, even though I myself HATE combat in Civ, and especially in C2C, but that's EXACTLY due to it being BORING and PRIMITIVE...
Having better units is pretty non-entertaining at all - they ALL use the same mechanics and differ only in their strength and a bit in movement points.
ALL promotions can basically be simplified to either "+strength" or "+movement", with only a very few others.
Yet, none of them make the battling system look realistic, as in REAL random strength and unit INTERACTION.
Anyways, I was just sharing my ideas, nothing more.
Nighty night. :lol:

You should be rather happy with what the Combat Mod is bringing to the table then. Your first idea is similar to Onslaught and Stampede.
Your second isn't really implemented (and I'd have a hard time finding ways to directly apply them) but there are some new effects that do change the strengths of units DURING combat.

You should take a look at the Introductions to the Combat Mod for more info. There's a list of links in the Modder's Documentation thread. Its all currently in development so you won't see it right away but I'm probably about halfway there to full implementation.
 
YES!!!
If you actually implement the Combat Mode - I'd be VERY happy!!!
I read just a bit (from the end, heh) - and already support it with all FOUR. :lol:
And if you do, there are MORE open possibilities to go further - as it always is with Civ Modding.
C2C RULES!!!
 
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