Mines and wire

allan Member # 1482. Hi Allan. Mine sweepers would be useful so that one did not have to take damage with scarce war ships by way of clearing mines. The trick is to make them "sweep" the mines. One would have to program them the way engineers are programmed to deal with pollution. Failing this, the "quick and dirty" solution would be to create very cheap expendable land and sea units to "sweep" the minefields. Each "sweep" would destroy both minefield, and sweeper. A solution, but not a perfect one.Mines would need no city shield support.

Cheers

David
 
jomey: Hi Jomey Aircraft could totally ignore mines, as they can not presently land anywhere than on an airstrip, or in the water. However a mined airstrip might pose a headache :-)

Cheers

David
 
Hi Peteus. Basically stuff that wondered into a minefield would be destroyed/damaged. Say you were playing on a partly unexplored map, with the grid on. Your Transport moves 5, two of the squares are visible , and the other three are in unexplored territory. Upon entering square 4, the Transport hits a mine, and is destroyed/damaged.Ditto for any other ship that can not detect subs/mines. I think it would be even worse if you were using the Modpack which makes the game a "Real Time" one - <img src="smile.gif" border="0">

The way stuff is done in Dominion Wars sounds slightly quaint.I am unaware of the game.

Cheers

David
 
A word of advice David - try and put all your points in a single thread rather than writing a separate one to reply to each person. <img src="smile.gif" border="0">

I think that the mines aren't too bad an idea, adn would be very useful in OCC to surround yourself with potent defensive units to slow down the enemy's advance at little or no shield cost. However, I think that your insistence that the sea mines should completely destroy all unarmoured ships is a bit unfair. The unit images in Civ 2 may depict only one example, but they are supposed to represent an army of this type of unit. A minefield would certainly not eliminate a whole force of ships, especially given that mines are useless once detonated. It should cripple an invasion force and certainly not leave them with any more movement points left, but not destroy them, leaving them at the mercy of quick attack boats lying in wait behind the wall of mines or forcing them to return to port for repairs. Ideally, these quick attack craft would not have the minesweeping capability so that the stupid admiral would lose some of his own troops to his own defences <img src="graemlins/lol.gif" border="0" alt="[LOL]" /> ! Mines are a quite a good idea but would need to be tested well before implementation else they would become too powerful. Which tech were you planning to make them available with? I suppose there could be a specialised one in a scenario, but to add them to the tech tree, where would you put them?
 
Conobelin of Hippo: This sounds like a good idea. Your idea that minefields slow down hostile movement is precisely correct. I am not sure I could change the game to make the new terrain, and engineer unit. My ones would probably cause a DTD, or blow up on contact. [I turn the computer on, use it, fume when stuff doesn't work, then shut it off and do something else.]

Could you do this, fine tune it, and pose a small patch ? I guess I'm not the only one that would appreciate it.

duke o' york: Hi there. I have sometimes put several replies in the one thread, but was not sure if this was the correct proceedure.I will now use it as SOP. I am alerted to replies by e.mail

Mines could certainly slow down enemy movement, or blunt an attack. You are right about not blowing an entire ship out of the water. Units up to cruiser size would suffer severe damage, and bigger stuff would suffer proportinately to their size. This could be real fun if one was using the "real time patch". Also minefields which are not defended have minimal value. I think the tech tree for land/sea mines would be in no precise order; industrialisation,gunpowder,explosives,electricity,steel. Mines are a fairly simple technology, but the type of land and sea mines we are familiar with only really date from WWI for naval ones, and WWII for the large scale use of land mines. Just think North Africa, and the Eastern front, especially Kursk.

PS: I hope nobody here suffered the loss of any relatives or friends in the terror attacks. America rocks!
 
I think mines would be a great idea, and agree that they should not require any city support. My question is how do you make the units you create not require any support? If they act like fanatics, then you can only create them under fundamentalism, and if they act like diplomats or caravans, then the computer will waste tons of resources building these immoble units (and paradropping them into your city to establish a trade route?!) Can these sort of things be changed in mod packs and scenerios? I have no experience in that area.
 
The minefield has been done in Red Front for one.It is made by a labor brigade(engineer) using "O" or change terrain command.
 
Apollo: Hi Apollo. Hope ypou didn't lose anyone in the terror attacks.

I guess if they can not be made to require no support, then the next best thing is to have them require the bare minimum. I have no experience in unit modification either. I was kind of hoping somebody would read the thread, and take the hint :-)

Smash: Hi Smash. Hope you lost no body either. Good to know what modpack it comes from. The Labor Brigade unit with the O command would work OK for land mine "sweeping". Looks like "sweeping" them at sea would require an expendable cheap "mine sweeper".
 
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