like chess combat

betto212

Chieftain
Joined
Apr 14, 2006
Messages
30
i think that civ4 could have a more complex combat system like ranged attaks , L attaks for the horser and fast units like chess ,bonus for long range attacks for artilery and archer and a handcap for short...

horseman or a modern cavalry cant attack with maximum damage in frontal attack ,then they go by the flank and then attack from side position . this is what i meaning of L attack :
|enemy|<<<<<|
|______|^^^^^|
|______|horse |
With some bonus because if the enemy made a line of defense of 3 units at least |X|X|X| is impossible to execute that .what you think about it ?
and of course the cavalry could be used to couter the long range attack of archer and artilery easely by they fast move ,not by higher attack like in regular civ4( that will be really usefull against units with bonus for long range attacks and handcap for melee/close combat)




another idea could be alow only one type of unit in each square . that will force a complex strategy like in real batte field . archer and artilery in back ; cavalry by the back sides ready flanks attacks( L attacks like chess) or ranged attacks :and infantary in the front for the direct combat i think that will make any mod much more fun because with positional advantages will give a more complex combat and unit arrange . in the regular civ you just make a big stack of units and attack the attack of the enemy then wins the bigger and stronger stack...its so simple to be fun

what you think about it ?
comment it please or best...any idea how implement or where try first...
 
I think it's a good idea. Artillery should be able to hit things more than 1 tile away. Battleships, Fighters and Bombers could launch missiles at targets outside of their movement range.

I'd really like to see a chess mod if the A.I. was good.
 
Oh wow, can you imagine it? Early game, putting an archer on the hills to pick off barbarians and enemies who wander into you territory from 2 tiles away before they pillage your city apart. It wouldn't kill them- that would make the game too easy, with no danger for the archer unit being killed- but it would be awesome. Weaken an enemy with a barrage from afar before taking them out with melee units. I imagine it being similar to the catapults in the damaging from more than one tile away, but only affecting one unit (we have enough seige weapons, thankyouverymuch) with the range as the advantage. It'd be so much more realistic.

You could even give them the accuracy upgrade and allow them to attack 3 tiles away- at far decreased damage, of course. A decent army of these things could cripple any invading army, the ultimate defence.

If anyone could do that- give archer fat crosses to fire from- they would officially be god. It sounds pretty impossible to code, though, with nothing similar to work with.
 
wow...another idea...limit stack size of units to 5 or six for each square or giving for each terrain an limit stack...that will force a complex strategy.
 
Well what you think about a L attack Like chess for the cavalry? or other type of special long attacks for fast units .my main idea is put some strategy.because the regular civ the size of stack rules on combat .where is the fun of two single stacks shocks and the powerfull win everytimes...
 
Appers said:
Oh wow, can you imagine it? Early game, putting an archer on the hills to pick off barbarians and enemies who wander into you territory from 2 tiles away before they pillage your city apart. It wouldn't kill them- that would make the game too easy, with no danger for the archer unit being killed- but it would be awesome. Weaken an enemy with a barrage from afar before taking them out with melee units.
It would be cool if the zone of control from CivII was brough back in specific instances. For example, ranged units (archers, longbowman, musketeers, marines, etc.) on a hill would control the 8 tiles around them, stopping other units from moving through.

This way you could use the terrain to create an actual defensive line for your civilization, especailly early on.
 
Andrew_Jay said:
It would be cool if the zone of control from CivII was brough back in specific instances. For example, ranged units (archers, longbowman, musketeers, marines, etc.) on a hill would control the 8 tiles around them, stopping other units from moving through.

This way you could use the terrain to create an actual defensive line for your civilization, especailly early on.
thats a good idea ,but limiting stack size of units will force the player to make defensives lines for protect the artilery or archer if they could fire 2 tiles away...
 
Limiting the amount of units in a square? I can imagine that saving me some annoying battles vs 15 archers inside a city. It sounds like it'd take away a lot of the boring lows of the games I've played. Also, I'm imagining huge invading armies taking up 12 squares with one unit leading, and it looks a helluvalot better.

It would also force the other ideas in the thread like putting the archers outside the city on hills to pick off invaders.

I honestly don't know if any of this is doable (or, if doable, not impossibly hard), though- for example, what happens when you are at the limit of units in a city and build a new one? It can't let you keep it there- theres the limit in that square. It can't instantly move a unit outside the square- you can imagine the exploits that can be made from that. And it'd be a helluva hassle to have to move the units out of your city every time you want to make a new one.

I've always thought it was a bit absurd that gunpowder units had to walk right up to mel&#233;es to shoot them with their ranged guns. Yewha?
 
I really like the idea of limits to stack size, depending on terrain.

I like the idea of city attackers having to actually attack a city from more than one position. And I like the idea that okay you built this enormous army, but if you want to stack of doom them you can't take that short cut through the forest, you have to go around.

Plus AI stacks of doom of 30 units annoy me. I hate having to build sacrificial catapults.
 
shackleton said:
I really like the idea of limits to stack size, depending on terrain.

I like the idea of city attackers having to actually attack a city from more than one position. And I like the idea that okay you built this enormous army, but if you want to stack of doom them you can't take that short cut through the forest, you have to go around.

Plus AI stacks of doom of 30 units annoy me. I hate having to build sacrificial catapults.
thats the point is boring attack with a single massive stack(is the best way) and is uselles try to make a barrier of units that will be easily crused by a stack of 30,50,70 ...
 
How about limiting the number of units that can be in a city to 'n + city size'. A number about 3 or 4 should do well. This also means you can shrink the number of units in a city by pillaging around it to starve them.
 
Porges said:
How about limiting the number of units that can be in a city to 'n + city size'. A number about 3 or 4 should do well. This also means you can shrink the number of units in a city by pillaging around it to starve them.
i agree but first at all , find where this could be coded...and after try to fix exploits and ai issues...
im trying to find a way i´m good in C but pyton and c++ im learning...only to mod for now
 
Lord Olleus said:
I've always thought that the number of units allowed in a square should be:
Food produced by square + 1
This would allow a 'scorched Earth' strategy and make deserts easier to defend.
The n + city pop formula looks good for cities.
This should be implementable in python but the AI will be so confused.
good idea but... base capacity of one sounds to small... i think that five is a good number... but pls...try the code to find where start
 
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