Landmines/booby traps??

hiddenpix

Chieftain
Joined
Nov 20, 2002
Messages
11
Is it possible to create ivisible landmines or booby traps as a defensive measure? Something with low or no movement ability that would trigger if an enemy entered the same square.
Just a thought.
 
Pesoloco has made landmine and naval mine "units", He also as their stats. You should check out his page and see them.
 
Yes, just make a unit with the "paradrop" and "immobile" attribs.
 
PESOLOCO HAS ALREADY MADE LANDMINE AND NAVAL MINE UNITS! ARG! LOOK HERE!
AND SOME PREVIEWS INCASE YOU DON'T BELIVE ME!
landminepreview.gif

navalmine.gif

GRRRR!
Y DOESN'T NEONE READ THE ANSWER PSOTS B4 ANSWERING THEMSELVES!
 
Eh em... turn off your caps...
 
i guess you could tag them as invisible, that would really take them by surprise :D
 
Can I make paradrop exist before aviation? And more importantly, what effect will that have on everything else? Is there a way to copy paratroop and make it another special ability?
 
Must be huge... I only have a 56k modem, so it'll take awhile, but make sure you also have the unit activated for 1 or more civs. There's a box entitled something like "can be built by"...

BTW, you can give a unit the paradrop ability at any time. You can even have a stealthy, invisible, hidden nationality warrior. :) (BTW, that makes the game too easy, and the AI thinks your unit is a barbarian..).
 
what i do is give them Invisible Ability (submarine ability in earlier versions) and give them a high bombard, with a semi-low defense, and no attack. With airdrop

Like this:

Bombard Range: 0
Bombard Strength: 6
Attack: 0
Defense: 4
Move: 1 ( but check the Immobile ability)

The bombard causes the mine to trigger before the attacker gets a shot at it.
 
First, I havent been able to figure out how to use airdrop without airports. Is that possible?
Secondly, Can I make my mine defend once (bombard) and self destruct at the same time? Otherwise, as soon as I airdrop it in, it is permanent...right?

Here it is, working now if you wanna check it out. Its the PMR-2A tripwire antipersonnel mine. All the issues that need resolving are Civ3edit questions I think....
 
Originally posted by pesoloco
what i do is give them Invisible Ability (submarine ability in earlier versions) and give them a high bombard, with a semi-low defense, and no attack. With airdrop

Like this:

Bombard Range: 0
Bombard Strength: 6
Attack: 0
Defense: 4
Move: 1 ( but check the Immobile ability)

The bombard causes the mine to trigger before the attacker gets a shot at it.

I don't give 'em "invisible" because that gives the AI a big advantage over you, seeing that "invisible" means nothing to them (errrr....it..errr...whatever).

Also, I give them 0 attack since an immobile unit cannot attack anyway. I give them a defensive and bombard value with ZOC. For me that represents an entire mine field, not just a single mine. Maybe I'll rename "land mine" to "mine field" in my game. When the AI attacks the mine then it will have a battle on it's hands. Also the ZOC is like outlying mines that provide some damage to enemy units that move past it.

I have never yet in a game had a mine unit see any action. Maybe I need to go to war more often. :D

Make sure you give the unit Airlift or Rebase ability so that if one of your centralized cities builds the unit you can ship it to a border city for airdrop. :scan:
 
Originally posted by dog
I have never yet in a game had a mine unit see any action. Maybe I need to go to war more often. :D

I put them just outside my border to alert me when the enemy comes and provide a first mode of defense.

I must agree with dog on the rebase and airlift. I believe Airlift lets you transport them to any city that has an airport. Whereas rebase lets you move it to any city (or airbase in ptw)
 
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