{MOD} Naval Expansion Programme

Ah, I see! Well, you can do it somewhat, but that would mean spreading your forces somewhat thin..

I know in Civ 2 units had zones of control, someday, somehow I would love to give that back to ships!
 
Thanks! What I was thinking for the zone of control was that if another ships moves within a certain square of your ship, and you see the movement (so if it is in fog of war nothing will happen) there is a chance that it will have to do battle with your ship. The chance increases as you get closer to you sip. But this is only if you have toggled that ship on interception mode, sort of like with aircraft.
Of course, the chance would increase the faster your ship, and decrease the faster there ship etc.

Now as I have no idea about python at all.. Someday I will have to learn though. ;)

I may decide to implement this though, thanks again!.

GM
 
There is a pythoncomp mod for that. You'll need to convert it to Warlords 2.08, though.

I ran into some issues with that mod comp though. Maybe I didn't install it properly, but the odds ships sink at sea don't seem to work (too many ships lost at sea), even with odds set to zero! It also spams the game log with tons of needless coding gobbledygook. I removed it from my mod eventually. I'm looking forward to a good ZoC mod comp for ships and naval fortresses (with land artillery capable of being used as coastal batteries). That would be awesome!

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EDIT

I plan on literally tripling ship moves in my scenario to be more in line with reality. For this reason, it becomes important to have simple naval ZoC mechanics that force a ship to lose the remainder of its move if it runs into an enemy ZoC. This gives the option to the defender of actually intercepting an invading fleet. It's a pretty simple approach. I would also include a naval promotion called SEA WOLF allowing a naval unit to actually ignore an enemy ZoC in order to complete surprise attacks (a must for submarines I would think!)
 
Yes, I Myself was thinking that that is not exactly the ZoC I was looking for (I forget what it does though already. :p)
 
Yes, I Myself was thinking that that is not exactly the ZoC I was looking for (I forget what it does though already. :p)

IIRC it allows a global multiplier that applies to all DOMAIN_SEA units, with the general idea ships ought to have much greater range in most scenarios. The mod makes it easier to apply a multiplier to all ships' move stats rather than editing each an everyone of them separately. It allows a chance for ships to sink at sea. And it has a ZoC feature for ships (which is fine).
 
I was hoping myself for more of a ZoC like aircraft interception, but they would so battle if intercepted instead of just being damaged. I do not know hard it would be, but this is Civ 4, so I am sure somehow it would be possible..
 
I was hoping myself for more of a ZoC like aircraft interception, but they would so battle if intercepted instead of just being damaged. I do not know hard it would be, but this is Civ 4, so I am sure somehow it would be possible..

That's the way Fireaxis SHOULD have done it. It's a lot more involved. Obviously, it's the best solution, although I would be totally happy with the "poor man's" version, which is to just wipe out the remainder of an attacking fleet's movement (EDITED) when it reaches an enemy ZoC space, to allow the defender an attempt to intercept (manually for a player). Now, that would be very easy (for those who know Python) to code, wouldn't it? ;)
 
That's the way Fireaxis SHOULD have done it. It's a lot more involved. Obviously, it's the best solution, although I would be totally happy with the "poor man's" version, which is to just wipe out the remainder of an attacking fleet's movement (EDITED) when it reaches an enemy ZoC space, to allow the defender an attempt to intercept (manually for a player). Now, that would be very easy (for those who know Python) to code, wouldn't it? ;)

Yes, I would love to have a choice every time the enemy ship moves, so if you have a beat up elite ship you have a choice whether to risk it or not.

Very nice new units you are making generalmatt

Thank you, though a lot of these in this mod are not mine, probably %10 are, if that. :)
 
I have just uploaded a new version, I will get the pics back up in a few hours.

The new stuff is listed in the first post under. "V 0.3".
 
New trade routes like roads and the new UU's..
 
I just realized I had messed up with a thin, so I am putting the fixed XML file in the first post. It is important or Civ 4 won't load any of the units..
 
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