Tekamthi
Emperor
- Joined
- Aug 12, 2016
- Messages
- 1,825
Core features:
Old mod content, only partially current:
Old OP content pertaining to V19 and previous moved to post #50. Note that v19 only works with older versions of VP.
Maritime Battles+ VP mod began shortly after the onset of VP's shoot-n-scoot naval era, aiming to solve its overpowered nature in human hands and accompanying movement cheese, while leaving the bulk of VP intact. With naval shoot-n-scoot now only a footnote in VP's history, the original purpose for modding seems mostly resolved... but combat at sea remains tactically and strategically flat in comparison to combat elsewhere.
Enter MB+ v20.
Some of you may recall that the old versions of MB+ perhaps most prominently focused on naval movement mechanisms, mitigating occurrence of stacked naval promo movement or its effects when it did happen, reducing naval movement during combat turns, averting single-turn focused-fire damage on a single naval target, etc. In this movement focus, MB+ made liberal use of the existing civ/VP retreat-forcing promos ie heavy charge and withering fire (aka heavy charge and morale break in promo table entries) -- the assumption here was that the AI should be fine with existing mechanisms that simply appeared more often, and generally this seemed to hold up in testing, though the result was maybe somewhat chaotic.
Re-use and re-purposing of existing civ/VP movement mechanisms to bring interest to the naval game remains the prime focus of MB+ moving forward, though many of the old features of V19 and previous have been gutted or rebuilt from scratch: as much as possible, MB+ makes creative use of existing VP features (ie non-lua) and accomplishes a lot in this regard, though the forced retreat is now handled much more predictably and intelligently in lua, and other significant functions are handled in lua as well. Extras that were maybe fun but off-target to MB+ core purpose have been removed (though some may be reintroduced in later iterations). Secondary priorities of bringing more interest to exploration, and aligning existing features with loose historical themes and roles have been developed further.
Compatibility-wise, I've attempted to keep in mind how other popular VP mods function, and have designed around these where I could. In my admittedly limited playtime, I have been playing v20 with more unique components, ENW, EE, and maybe a dozen smaller mods without issue. Can't guarantee universal compatibility, or that my code is 100% bug-free, but it does work solidly in my own testing. I strongly recommend using Hex Conquer 'n release mod in conjunction with MB+, as many of this mod's features have been designed with it in mind, though it is no longer a requirement.
After months/years and a pandemic of slow tinkering in modbuddy between turns as I played, as well as much learning, forgetting, then relearning civ's lua and sql quirks etc, I finally have a result that feels pretty solid and well integrated into VP, and that addresses the most critical (imo) naval concerns, and a little beyond...
Compatibility: MB+ v20 was updated for VP 2.0 compatibility -- currently testing for VP 3.0/congress compatibility. Pls use v20.1 of this mod with latest version of VP and report any issues here.
v20+ Features:
Naval Movement
- 'Trade Waters' naval movement within 3 plots of friendly lighthouse or along maritime trade routes: during non-combat turns, movement cost of these plots is halved (ie speed doubled); after combat, movement bonus is temporarily disabled (unit must spend at least one turn combat-free to restore movement bonus).
- Storms: Ocean and Coast plots without any features, resources, or improvements generate storm clouds, limiting movement and visibility temporarily. Spoiler :
- Coastal Fortress building: requires metallurgy, 1 iron. Garrison can counterattack naval attackers
- Magellan's Expedition WW: requires compass and at least one player to have circumnavigated, provides trade & exploration themed bonus.
- Maritime Academy NW: requires navigation & 80% of ocean tiles discovered, provides 'Trade Water'-style movement bonus to naval units in all water tiles
- Optional naval withdrawals & counterattacks (disabled by default): open MBPmain.lua and enable booleans at top of file to restore previous unit withdrawal & counterattack functionality
Old mod content, only partially current:
Spoiler :
Old OP content pertaining to V19 and previous moved to post #50. Note that v19 only works with older versions of VP.
Maritime Battles+ VP mod began shortly after the onset of VP's shoot-n-scoot naval era, aiming to solve its overpowered nature in human hands and accompanying movement cheese, while leaving the bulk of VP intact. With naval shoot-n-scoot now only a footnote in VP's history, the original purpose for modding seems mostly resolved... but combat at sea remains tactically and strategically flat in comparison to combat elsewhere.
Enter MB+ v20.
Some of you may recall that the old versions of MB+ perhaps most prominently focused on naval movement mechanisms, mitigating occurrence of stacked naval promo movement or its effects when it did happen, reducing naval movement during combat turns, averting single-turn focused-fire damage on a single naval target, etc. In this movement focus, MB+ made liberal use of the existing civ/VP retreat-forcing promos ie heavy charge and withering fire (aka heavy charge and morale break in promo table entries) -- the assumption here was that the AI should be fine with existing mechanisms that simply appeared more often, and generally this seemed to hold up in testing, though the result was maybe somewhat chaotic.
Re-use and re-purposing of existing civ/VP movement mechanisms to bring interest to the naval game remains the prime focus of MB+ moving forward, though many of the old features of V19 and previous have been gutted or rebuilt from scratch: as much as possible, MB+ makes creative use of existing VP features (ie non-lua) and accomplishes a lot in this regard, though the forced retreat is now handled much more predictably and intelligently in lua, and other significant functions are handled in lua as well. Extras that were maybe fun but off-target to MB+ core purpose have been removed (though some may be reintroduced in later iterations). Secondary priorities of bringing more interest to exploration, and aligning existing features with loose historical themes and roles have been developed further.
Compatibility-wise, I've attempted to keep in mind how other popular VP mods function, and have designed around these where I could. In my admittedly limited playtime, I have been playing v20 with more unique components, ENW, EE, and maybe a dozen smaller mods without issue. Can't guarantee universal compatibility, or that my code is 100% bug-free, but it does work solidly in my own testing. I strongly recommend using Hex Conquer 'n release mod in conjunction with MB+, as many of this mod's features have been designed with it in mind, though it is no longer a requirement.
After months/years and a pandemic of slow tinkering in modbuddy between turns as I played, as well as much learning, forgetting, then relearning civ's lua and sql quirks etc, I finally have a result that feels pretty solid and well integrated into VP, and that addresses the most critical (imo) naval concerns, and a little beyond...
Compatibility: MB+ v20 was updated for VP 2.0 compatibility -- currently testing for VP 3.0/congress compatibility. Pls use v20.1 of this mod with latest version of VP and report any issues here.
v20+ Features:
Spoiler :
Naval Movement
- Any sea tiles within workable range of a city with lighthouse are 'Trade Waters' and provide double movement to naval and embarked units.
- 'Trade Waters' double movement bonus is available from rival lighthouse cities if OB agreement exists
- Sea trade route tiles provide 'Trade Waters' double movement bonus to the owning civ (territory access rules still apply)
- 'Trade Waters' promotion that enables double movement is removed if unit enters combat, and only re-added a short duration after unit has been combat-free
- After combat, naval units receive temporary 'Hot Pursuit' promotion in lieu of 'Trade Waters' double movement, allowing them instead to enter rival territory
- naval units damaged below 50hp receive -1 movement malus, and must heal over 50 to restore full movement
- All units with the 'cannot enter ocean' promotion (eg trireme, dromon, galleass) can enter rival territory
- Naval Ranged vs Naval Ranged: surviving defender will counter-attack if in range and above 50 hp, or withdraw to an adjacent tile that puts it further away from its attacker (if available) when below 50 hp or out of range
- Naval Ranged attacking Naval non-ranged: surviving defender will withdraw to an adjacent tile that puts it further away from its attacker (if available)
- Naval Melee attacking other naval: if below 50 hp, surviving defender will withdraw to an adjacent tile that puts it further away from its attacker (if available)
- Submarines will always attempt to withdraw to an adjacent tile that puts it further away from its attacker when attacked, but will never trigger another naval unit to withdraw
- Carriers will withdraw under similar conditions as a naval melee, but will never trigger another naval unit to withdraw
- Units stacked under defenders will attempt to withdraw along with the defender
- Embarked defenders (except recon) will never withdraw on their own. Embarked recon units will attempt to withdraw from melee/ranged naval attacks.
Land-based defenders
- Naval attacker vs fortified archer/gun ranged: surviving defender will counter-attack if in range and above 50 hp, or withdraw to an adjacent tile that puts it further away from its attacker (if available) when below 50 hp
- Naval attacker vs fortified non-ranged: if below 50 hp, surviving defender will withdraw to an adjacent tile that puts it further away from its attacker (if available)
- Naval attacker vs siege: surviving defender will counter-attack if in range, or will withdraw if both out of range and under 50 hp
- Naval attacker vs other non-fortified non-emarked land units: surviving defender will withdraw to an adjacent tile that puts it further away from its attacker
Forts and citadels
- Land-based defenders will never withdraw from a fort, citadel, or city
- Land-based units fortified in fort tile additionally do 10 aoe damage per turn to adjacent enemies, and gain +5 healing per turn
- Land-based units fortified in fort tile additionally gain +1 vision, and gain +5 healing per turn
Sea-based defenders
- Land-based units attacking naval units: surviving defender will withdraw to an adjacent tile that puts it further away from its attacker (if available)
- When triggered on land, units attempting to withdraw will pick randomly from immediately adjacent, accessible tiles that put it further from its attacker. If any are available, it will prioritize tiles with roads, citadels, forts, and trade routes, in that order.
- When triggered at sea, units attempting to withdraw will pick randomly from immediately adjacent, accessible tiles that put it further from its attacker. If any are available, it will prioritize tiles with trade routes.
- Non-combat units stacked under defenders will attempt to withdraw too
- Existing unit withdraw and retreat functions in civ/VP should suppress any of those from MB+
- air units never trigger withdraw
- ignore terrain cost promotion removed from all recon
- river crossing promotion added to all recon, except those that already get amphibious
- Mounted/Armor/Siege moving into forest, jungle, marsh, or oasis (or ice if this is allowed) expend 1 extra movement point (note: per turn, a 4 movement mounted unit now moves 2 flat forest tiles expending 3 then 1 points vs moving 2 forest tiles expending 2 then 2 points.. most significantly reigns in some iroquois ua cheese).
- Mounted/armor/siege can use enemy roads
- If under 50 hp, a mounted/armor melee unit defending from land-based attack will attempt to withdraw to an adjacent tile that puts it further away from its attacker
- a mounted/armor ranged unit defending from land-based attack will attempt to withdraw to an adjacent tile that puts it further away from its attacker
- Mounted, armor, and siege units cannot withdraw into forest, jungle, marsh, oasis, ice, or snow unless there is a road
- great lighthouse naval movement bonus is now loosely spread across 3 eras via different wonders: the great lighthouse, magellan's expedition, and treasure fleet
- all wonder-based naval movement promotions are initially movement-only; after combat, they are temporarily replaced by the vision component, without movement, and most leave combat briefly to have the movement promotion restored
Wonder: Great Lighthouse (adjusted)
- obsolete at compass
- in addition to previous benefits, +5% sea trade route range, +3 city defense, and enables 'Trade Waters' double movement bonus in working sea range of all friendly cities, local lighthouse or not
Wonder: Magellan's Expedition (new)
- available at compass
- obsolete at steam power
- requires harbor in city
- to build, also requires at least one player to have discovered that the world is round (ie revealed at least 1 tile in every column across the map)
- first civ to discovers that the world is round receives an upgraded recon unit in capital
- Magellan's expedition gives naval promotion equivalent to great lighthouse to all naval melee/ranged units, +1 culture, +1 merchant point, +1 source of spice resource.
- Upon completion, owning civ reveals on map all undiscovered coastal cities with harbor as well as adjacent water tiles
Wonder: Treasure Fleet (adjusted)
- promotion loses attack combat strength bonus
- promotion regains +1 naval movement
- promotion gains +1 golden age point on kill
National Wonder: Maritime Academy (new)
- available at navigation
- requires civ to have revealed 80% or more of the map's water tiles
- +15xp to naval units trained in city
- +3 science in city
- gives all naval units 'Maritime Training' promotion
- 'Maritime Training' promotion gives double movement in all water tiles during non-combat turns, and +1 vision temporarily after combat
- disables Trade Waters for owning civ (TW becomes redundant with MT promo; MT is lighter on lua for late-game)
Building: Coastal Fortress (new)
- available at metallurgy
- cost 4 gold maintenance
- +2 city defense
- enables city with fortified garrison and 50% or more health to counterattack against naval ranged attacks
Building: Lighthouse (adjusted)
- can be built 1-tile inland from sea
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