New Unit - Land Mine

I can't help with the game play but here is a brief history of mines.
Unless the Chinese used some sort of early land mine. The first mines were sea mines and readily available during the Civil War. Faragut's "Damn the torpedos. Full speed ahead." Was a reference to mines placed in Mobile bay. During the Civil war. These mines were indeed Mechanical and did not require a battery.

The earliest use of a weapon similiar to land mines might be the British Grenadeers. They carried these small casks of powder which were fused and had to be ignited then thrown. The Grenadeers were selected for their height and strength. If the Chinese used mines theirs were probably fused also.

The first use of what we call mines was actually used during WWI. To stop Allied tanks, The Germans buried artillery shells and used a pressure fuse.

The effective use of mines was during WWII. There an AT mine would be a hub for severl AP mines. The AP mines actually protected the AT mine, and that is still true today. The only concerted use of AP mines was/is along the East German border and North Korean border during the cold war.

The capability to airdrop, artillery dispense mines was not available until 1970, These mines are AT mines with additional tripwire fusing to add an AP component.

Mines are employed to deny terrain and the idea of having units stop or slow is very good. Good Stratego players know that you should always cover a minefield with fire.

There is no reason why mines can't be visable. Even modern mines can be almost impossible to remove. Tanks with plows are in effective against a mine 3 or 4 ft down, and the Army's explosive remover, The MICLIC, is of only limited value. It only picks up surface layed or shallow mines. We tested them during the Gulf War and they really didn't work well in the best of conditions.

For the timeline my suggestions would be. Sea mines with Gunpowder and Magnetism.

Simple mines layed by truck with industrialization or transportation. With Industiialization, we had the capability just not the reason. Modern mines with the advent of advance flight or modern artillery.

well nuff said. I really like the idea if they won't give me the old zone of control.

t
 
I am having problems with the CIV editor. The unit abilities window will not let me select more than one ability unless I highlight everything between the two abilities. The same goes for the "Available To" (countries) window. Does anybody know what the problem is?
 
Originally posted by Eugenevdebs
I am having problems with the CIV editor. The unit abilities window will not let me select more than one ability unless I highlight everything between the two abilities. The same goes for the "Available To" (countries) window. Does anybody know what the problem is?

Hold the CTRL button and click on the items in the list. Using CTRL will let you choose multiple items.
 
This unit sounds really cool. I am curious though what the stats of it would be (I see it is kindof still in testing stage)

Nice animations!

GIDustin
 
Originally posted by GIDustin
This unit sounds really cool. I am curious though what the stats of it would be (I see it is kindof still in testing stage)

Nice animations!

GIDustin

For stats, I use:
A/D/M: 0/10/1
Abilities:
-Submarine
-Hidden Nationality

Req Tech: Chemistry

As far as being in testing stage, it really isn't. It works fine. There are still some discussions about its abilities, but when it comes down to it, you get to decide for yourself what you think it should be.
 
Would this be a land or sea unit?

If it is a land unit, then the unit could be used as a regular defensive unit as the 10 defense would obliterate the musketman's 4, which is the normal defensive unit at that time.

I dont know if the AI will use land mines as their defensive units in cities, but that would suck if they did as the land mine could defend a city from most "reasonable" invasions :P

Why such a high defense anyway? And how would it operate as it should (dissappearing after first use)?
 
IMO, mines and things like this are really just the tools that other units use, like grenades or mortars or machine guns. I dont think civ3 is capable yet of handling special suicide-defender units like this.
 
The way I see it the game handles the mines very well.

When an enemy enters a space with the mines, it either harms the enemy to some degree and is destroyed or it kills the enemy but weakens the mine.

Since Civ units represent whole troops of soldiers, the mine unit would represent a field of mines.

For the case where it harms the enemy but mine is destroyed, this would represent when a mine field explodes and injures enemy soldiers. Once all the mines are activated, the mine field is gone (in civ it is destroyed)

For the case where it kills the enemy and weakens the mine, this would represent when an enemy steps on the mine and is killed, but still more mines remain on the field.

As far as the AI using them to defend cities I think that as long as the Defend AI setting is not checked, it will be ok, but I havent tested that theory yet
 
I am always glad to see people put alot of effort into their projects. Good job
 
hi. I have a problem. i tried to build a landmine and my game crashed to the desktop. I have no clue y. I put the pedia icons in the right spot, i have the units_32 pic. i put the wav file in the folder LandMine too. I have no clue on what to do. Can u help me with this. Thanx in advance.
 
Originally posted by Civanator
hi. I have a problem. i tried to build a landmine and my game crashed to the desktop. I have no clue y. I put the pedia icons in the right spot, i have the units_32 pic. i put the wav file in the folder LandMine too. I have no clue on what to do. Can u help me with this. Thanx in advance.

Perhaps there is a spelling mistake:
In the editor did you call the unit "Land Mine" (with a space) and the folder name is LandMine? If so, it will crash. The folder has to have the same name as the unit in the editor. Also the unit's ini file must also have that same name. I think in the Zip file I called it "Land Mine.ini" (with a space)
 
Now i have another problem. Whenever i try to build a landmine my game crashes. I have no clue y. or when i try to change production in the build que. I can build the unit but then it crashes when i do. can you help me? also i wont b home for a week so i wont b replying.
 
Originally posted by Civanator
Now i have another problem. Whenever i try to build a landmine my game crashes. I have no clue y. or when i try to change production in the build que. I can build the unit but then it crashes when i do. can you help me? also i wont b home for a week so i wont b replying.

Check the default animation. this is what is loaded when you select the unit in the build queue. Check the spelling and make sure it matches up with what is in the INI file under DEFAULT=
 
Originally posted by Civanator
it says DEFAULT=LandMineDefault.flc and the INI file is LandMine and the unit is LandMine

Is the folder named "LandMine" (without a space between land and mine)??

Other than that I can't figure out why it wouldn't work. The only other advice I can give is redownload it and unzip it into a folder (with the space). Change the name in the editor so it has a space. If that doesn't work then you may need to reinstall Civ.
 
Originally posted by Kal-el
How's that naval mine coming along?

i havent had a lot of time to work on it - actually i sort of forgot about it (i'm sorry), but since you mentioned it i will speed things up a little.
 
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