[IDEA] Realistic Invisibility Types

Nimek

Emperor
Joined
Jul 7, 2010
Messages
1,208
inspirated by this thread
http://forums.civfanatics.com/showthread.php?t=331306

I want to propose adding new more accurate invisibility types
firts two exist in standard BTS others must be created following rules from above thread

invisibility tag | add to | can be seen by
INVISIBLE_SUBMARINE | submarines | units with sonar
INVISIBLE_STEALTH | stealth planes, radar invisible units | some hi-tech
INVISIBLE_HEAT | hi tech units | other hi-tech
INVISIBLE_CAMOUFLAGE | criminals | dogs
INVISIBLE_UNDERGROUND | mines/traps (reserved for future use) | sapper
INVISIBLE_REAL | super soldiers | ???

What do you think about that ??? Personally for me it is very important to have underground invisibility thaks to that wee will be able to make our own mine warfare without orion mod integration with only some AI tweaks (place mines in choke points pointed by super forts modcomp code)

Ok mine warfare is for the futur now lets brainstorm how many invisibiity types will be useful
 
I've got some new ones going in for the naval project too.

And I've also got some plans forming for a much deeper visibility mechanism in general.

I can't fully explain it very easily at the moment. In short, units would have detection methods and ranges of those detection methods and values assigned to each detection method. Units would also have detection avoidances for each method and values assigned to those. Terrains and features and skills (promos, unitcombats and base unit abilities) will influence both the detection method values and detection avoidance values and compares would take place to determine if units can see other units.

Then there would be a difference between the nation knowing that an enemy unit is in a plot and a particular unit being able to, itself, detect that enemy unit. Stealth units could then attack those units that don't have 'visibility' on the stealth unit itself and gain benefits in so doing, even if other units have been able to point out to the player that the stealthy unit is there.
 
@TB

In threaed that I linked there is a linf for modcomp that adds some randomness to see unvisibible units even if you have visible ability. That may be cool. Even if you have super sonar you cant be 100% sure that you see every submarine
 
@TB

In threaed that I linked there is a linf for modcomp that adds some randomness to see unvisibible units even if you have visible ability. That may be cool. Even if you have super sonar you cant be 100% sure that you see every submarine

I wouldn't do it through a modcomp but I did consider the possibility of there being a random element yes. I'm just not sure it would be worth the turn time delay it would produce (which would be minimal but among everything else is another thing.)
 
FOr me it is not worth it - i dont want any stuff that will increase turn times.
 
I was thinking about it today... it might not be all that bad really. I could make it a bug option whether there's a random element or not in case a player can tell a difference.
 
Back
Top Bottom