senor freebie said:No offence but I'd have to say that this completely defeats the system of combat used in Civilization. Snipers are usually individual soldiers operating as part of larger armies. They are no more or less capable as most good soldiers, simply more specialised. The system in Civ, IMO incapsulates larger armies, perhaps on a huge world, representing 15,000 men or a division. So in other words, a sniper would be virtually useless on his own as a unit, not even able to wipe away 0.1 of strength from a real 'civ' unit.
No army in the world currently has this disposition of manpower. Whilst I do agree that the units as it stand is flawed in that it can wipe out large bodies of troops before getting captured or destroyed. the esseence of what Korvergubben, and myself both have tryed to capture is the abilty to slow down an enemies adavance and disrupt his supply lines. This is what snipers specialise in. So in this fact I think that we have successfully achieved the spirit of what a sniper is capable of doing, since in the game no single country can dpeloy more than a small amount of snipers at any one time, and they really cannot stop an enemy from adavncing, only slow him down.
. I know there is a script out there than will allow civ3 style artillery attacks using python. But when it comes to python modding Im useless so Im no longer persueing this avenue of creation, I've moved back to my first passion. Ancient and Classical warfare and my favorite units.... you guessed it the spreaman and swordsman!!
So thats about all I'm going to say on this subject. Now if every one will excuse me Im off to play with some sharp pointy things

primem0ver said:Hey guys... I have am using the SDK to create a new kind of "visibility" or invisibility as you would call it. You may find it useful for your sniper mod. (Actually... I would like to use your unit in the mod that I am helping to develop.) I am on the team developing the Genetic Era for Warlords mod.
It has not been 100% decided whether this new kind of unit will be used in the mod as it is a new development but here is a description:
Camouflage units:
Camouflage units are units that are only invisible in their native terrain (specified by an invisible tag). They are marked by a set of special set of "invisible" tags that clarify the kind of terrain that makes them invisible. So far there are two native terrains:
INVISIBLE_WILDERNESS: invisible on any space that has a forest or peak (our mod allows certain units to travel on peaks).
INVISIBLE_PEAK: the unit is only invisible on peak terrain.
When not in their "native" terrain, they become visible like any other unit.
This change to the sdk requires a couple of code changes and a python script which I can post in a thread if you like.
