NavalWarfareMOD

BaneBlade

Prince
Joined
Nov 19, 2005
Messages
358
G'day together,
i would like to announce i've began my work on my first little Mod today, and request some advice/help. My goal is to make the boring and oversimplified gameparts for Naval,- and later maybe Airwarfare more interesting/rewarding.
In work:

Implement new ressources an oceantiles(highsea), to give rewards for a strong Navy, new unit: offshore-workboat. Oil and whale should appear more often here, maybe make whaleressource more rewarding, somebody any knowledge about the importance of this ressource in former times/suggestions? Suggestions for other offshore ressources, only other thing that i could instantly think of would be algaefarms as modern/futuretech.

Split modern Ships in Early(steam or coalpowered) and modern versions, like Sub>Nuclearsub, Carrier> Nuclearcarrier(capable of transporting Fighter/bombers, ideas for Stats/Modell?), Destroyer>AEGIS. This approach is similar to Jaynus' RealismMOD, and i would like to exchange/ merge our work, i'll try to reach him asap.
New unit AmphibAssaulttransport/Helicarrier: Should transport some Landunits/Gunships, my idea was to make all Gunships capable of flying coastaltiles, but gets destroyed when they end their turn here, so they could make nice supporters for Amphiassault. LandUnits should get something like a 50% Amphipromotion for the turn they leave this ship, so u can do combatlandings against enemycities. Marines should get another bonus in this case, so they get more value/importance. I'm nearly sure America and the three big EUplayers are working on new types of these ships, will dig up info over the weekend.


I would like to implement similar diversified units for earlier ages, someone with a good knowledge plz suggest something units/statswise, i'm afraid i know nearly nothing about pre-steam Navalwarfare.

New function: Patrol, basically it should be a walk-there-order, walk-there-back, all the while on overwatch, and in best case maybe extra notification:" Your patrolling submarine has spotted an enemy transport.." :)

Another request: I only began digging myself into Python two days ago, no programming-knowledge besides TurboPascal-Crap sofar, so this is my first project and will take awhile(infact its like a working exercise cause my informaticstudies will beginn next autumn, so i'll try to prepare myself this way). All tips/hints, experiences will be truly appreciated!
And someone who will do nice meshes/skins as soon we are able too...
Cheers, BaneBlade
 
Subs, -50% vs destroyers, +50% agianst anything else, able to choose target to attack in a stack. Another way could be to give destroyers a +50% vs subs, and if you implement aegis cruisers they could have a +75% vs subs.
This will make subs more powerful, so to offset it a bit lower thier movement. Carriers should carry more planes, say 6. The fighters in the game are already fighter bombers, unless you are suggesting having bombers fly off of carriers? bad idea IMO. Helos flying over water(coast) would be cool but they should only be able to attack transports. Unless you make a new chopper that can carry anti-ship missiles or something, an Apache would have zero chance against a warship. Assualt ships, you want to make it so that any unit can attack directly into a city from this ship? agian IMO bad idea, that would be way to powerful a tactic for the game, it would totally dominate gameplay, I think helos and marines are enough for water city attacks. Haveing ocean resources and special work boats for them, another bad idea IMO. I think just improving the warships will make naval warfare much better in the game.

EDIT Just to be clear, ocean resources and special boats is not really a bad idea, I just think time would be better spent on other improvements :)
 
It would be interesting for a battle scenario of Trafalgar or something to just have special flagships for cities on water and other things to allow a fully naval scenario with no land tiles. Harder to do with air units, though.
 
by PiTiFUL
Helos flying over water(coast) would be cool but they should only be able to attack transports. Unless you make a new chopper that can carry anti-ship missiles or something, an Apache would have zero chance against a warship.

You could solve this by adding in something where the gunship suffers a -90% when attacking warships, or, what I would do is don't allow it to attack ships at all. I like the idea of allowing them to cross coasts. This would allow to major things. One, it allows gunships to be used to support Marine landings, and two, it would allow gunships to protect a small chain of islands that are connected by a small channel of water.

I don't know if the patrol order is really needed. I think it might come in handy when you are watching for enemy ships approaching some distance from your land. With Patrol, you no longer need to send a half dozen ships out to watch for enemies. You could do it with just a couple. Actually, I think it would be a nice addition.

Something I would like to see is a new helo in the game, a Sea Hawk (ASW Helicopter). It would not act like the gunship, but rather more like a fighter. It's only missions would be recon and attacking subs. Further, it could be carried by both carriers and destroyers (or crusiers). DD should only carry 1 ASW Helo.

It just dawned on me, Civ IV doesn't have cruisers, does it? They did that on the original Civ III, never have understood why. There's you a ship to add.

Also, when you get around to modding the Air Combat engine, I have an idea for at least one new mission for fighters. An escort mission to protect bombers from enemy interceptors. I have a thread here discussing it, sorta.
 
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