Loki My Gypsy Wagon

deadliver

Loud Mouth Amateur
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Gypsy Wagons were part of FFH2 once, before the dark times, before some other time.

The concept was rad, a unit that can enter most cities and provide "bonus" problems while providing you a bonus of some sort (besides culture loss, unhappies for the city etc)

So I thought, what do you all think about corporations/organizations that can be used to disrupt your rivals?

EDIT: rad = cool = sick, yes I am that old. Respect your elders~!
 
It was (still is) a nice idea. I have no idea what happened to it.
 
I think the gypsy wagons weren't working correctly so they were removed from the mod. Probably they were stealing Loki's thunder so he contacted the G.C.I. and had them remove those gypsies.

edit: playing the scions, I love using Pelemoc to mess with my enemies. Give him 10 turns and lots of cash, he'll go through and soften up your rivals. I like the concept of a unit that can be used to disrupt your neighbors at the cost of diplomatic relations.
 
Aye. Units I envision that could work like this would be black ops, navy seals, terr-wrists, KG-bee, and clowns.

perhaps invisible units with commando promo and with the arcane tag, and can see other hidden arcane, kinda like spy missions, although they can fight each other too.
 
If they can see each other, you just have to find them and then send an elite phalanx division to poke them into oblivion. Once you see them, any unit capable of attacking can take them on.
 
hmm, I must come up with a brilliant idea then.
Ive got it!!! Spy units have 100% withdrawal rate, although an ability of a spy is that on the attack lowers his victim's withrawal by 50%. Spies are invisible, grant city view upon a rival city similar to Shadows, and can ALSO use spy spells to disrupt the city's activity. There is a percent chance the civ will find out (add your name to the event text for a human) and get a relations penalty with them. (50 turn penalty?)


although, if two fighting units have equal withdrawal rates, does it cancel it out? If so that makes things easier. And would also incline me to give them 200% withdrawal.
 
Withdrawal is only checked in case the next combat round could kill a unit. If you are winning, withdrawal does nothing neither for you nor your enemy. Or that's my observation from combat log.
 
the way it seems to work is that the more likely you are to win, the less likely you are to withdraw. Still, I like the combined combat odds some people use for survivability odds, adding up combat and withdrawal, but still having the two graphically separate below.

I think that giving spies 200% withdrawal rates should just about make them run away from any non-spy attaking unit. Someone has to use a spy unit to see the other spy unit, and even though they could attack the unit with anyone of their units, only a spy would have a chance of killing said infiltrator. Im thinking of giving a spy one or two movement but all would have the commando promotion. Maybe just one movement point, exept for especially advanced units, or maybe just allowing them to buy mobility one.
 
I think that withdrawl can't go any higher than 90% of something close to that. There is somethong strange about the code for it but I can't remember what exactly. I also can't look right now because filefront is eating my memory.
 
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