[MODCOM]Pirates Mod

Blazer6 said:
How about letting barbarian civs launch pirate ships as well?

Well, I've actually seen barbarian civs send out ships already. Every now and then when I'm playing on a terra map where they've had a lot of time to develop, I'll see barbarian galleys moving along the coastline.
 
I ran into barb galleys without a mod. I would rather meet barb galley fleets and not that random encounter.
 
I have also seen the occational barb galley floating around, but they don't seem to use them to carry units and they are so few and far between, deffinetlly an area that needed improvement.
 
1) what type of barbarian(pirate) ships appear as the game progresses ?
(caravel?, frigate?, ironclad?, transport?)
---just wondering---

2) what's the opinion of the community regarding the pirate ships... do they appear to often or to little within the ocean?

3) any expected ETA for the pirates to have ships which can invade the lands with troops ?
 
How about letting pirate ships with land units aboard spawn only after there's been uninterrupted pirate activity in the area for a certain # of turns. You would start with a few nuisance galleys, but if you don't get rid of them they get bolder, landing troops to plunder and pillage.
 
Can someone post some screenshots? I'd love to see this in action.

Keep up the good work Lopez!
 
Rabbit_Alex said:
Can someone post some screenshots? I'd love to see this in action.

Keep up the good work Lopez!
I'll post some screenshots when I get the code working to create barbarians ships with a "crew".
 
Hey--just wanted to let you know I hate pirates.

I'm playing a game right now with Sevomod 3.0 (yes, I do play!) and I fired off four or five of my typical caravel "probes" to explore the oceans and see what was out there...

No prob...for a while. Then the pirate caravels show up. They're sinking my ships! Bastards! It's fun actually--I look at the oceans as much a more menacing frontier than I used to. I can't wait for them start landing troops on my shores...ugh! But now I'm busy spamming my religion across the globe and I'm losing around 1 in four missionaries on the open ocean! :lol:
 
Sevo said:
Hey--just wanted to let you know I hate pirates.

I'm playing a game right now with Sevomod 3.0 (yes, I do play!) and I fired off four or five of my typical caravel "probes" to explore the oceans and see what was out there...

No prob...for a while. Then the pirate caravels show up. They're sinking my ships! Bastards! It's fun actually--I look at the oceans as much a more menacing frontier than I used to. I can't wait for them start landing troops on my shores...ugh! But now I'm busy spamming my religion across the globe and I'm losing around 1 in four missionaries on the open ocean! :lol:


LOL, why not add the water animals mod as well so you can face either pirates or krakens?
 
I'm going to add animals, storms, and pirates to my mod so that there'll be plenty of things out there to get the promotions of my water units up there... right now, nothing short of war with another country really gives you a chance to promote your naval units.
 
Pirates in more modern times shouldn't worry so much about conquest as they should about stealing things. Are you gonna give them destroyers? Subs? Anything less, they're ineffective in battle.

But modern pirates aren't interested in fighting battles, they're interested in making money, so let them deny your city access to the tiles they're on, or cause them to pillage water-borne improvements (work boats for instance). THIS would make them realistic and cause you to need a navy to protect your stuff.

I wouldn't go so far as to have them have a ZOC like regular navy units, denying 9 tiles. Just the one tiles they're on, so cities don't suddenly start starving.
 
TheDS said:
Pirates in more modern times shouldn't worry so much about conquest as they should about stealing things. Are you gonna give them destroyers? Subs? Anything less, they're ineffective in battle.

But modern pirates aren't interested in fighting battles, they're interested in making money, so let them deny your city access to the tiles they're on, or cause them to pillage water-borne improvements (work boats for instance). THIS would make them realistic and cause you to need a navy to protect your stuff.

I wouldn't go so far as to have them have a ZOC like regular navy units, denying 9 tiles. Just the one tiles they're on, so cities don't suddenly start starving.

Yeah, I don't know what the rule is in Civ4 about units on tiles, but I remember that in Civ2, if you had enemy units on a tile around a city, it couldn't be worked.

Pirate ships in the modern era should definitely be very weak (motorboats basically) and yes, as you said, mainly used to harass.. If you have no navy, they'll just go on their merry way harassing your coastal cities.
 
If I am remembering right, all units both sea and land, block working of the 8 tiles around them and the tile they are on.
 
Jeckel said:
If I am remembering right, all units both sea and land, block working of the 8 tiles around them and the tile they are on.
Are you sure? Prove it!!!
 
sea units block tiles around them, land don;t


its easy to check just have a map with a big city near the coast using its fishing boats, now sail a ship towards those boats and watch them disapear in a ring around your boat (assuming your civs are at war of course)
 
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