New Unit : Sniper

Looks quite good :thumbsup:
Hope there will be some kind of sniper in the xpansion
 
i cannot get this md to work. am i doing something wrong?
 
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.
 
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.

As the first person to have made a sniper mod that was published here for civ IV I would have to disagree with the assessment that a single civ unit is based on an enitre division. If we were to argue this then in a single game if Civ at any 1 time my civ would have close to 3 million troops, minimum.:confused: 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.

So say wht you want to about this unit/ idea. the entire perpose of this is to give people another option when defending or attacking, and just generally to make the game alittle more interesting for those who wish to download and use this mod.

p.s sorry I know I'm rambling, not enought sleep lol :crazyeye:
 
China's military is close to 3 million after massive cuts in numbers due to a modernisation program. The USA's military is almost 3 million after cuts post Cold War. However if you include some of their proxy states and closely allied powers that number jumps to over 4 million. Then the Russian Federation has 1 million professional soldiers and almost 20 million reserves.

Then compare this to military casualties which ran into the 10's of millions, mostly on the Eastern Front (Russia / Germany) then the idea of 1 unit = 1 division is roughly accurate. However it would change depending on the size of the map, the context and the type of unit.

In single player I once got to around 100 modern armour divisions. I controlled all of Europe, Asia, Africa, North America and Australasia. That was still only around 1.5 million in my armoured troops. Of course the best example of this is aircraft carriers. US Naval CV's carry 10,000+ crew and are the most common variety of aircraft carrier for conventional aircraft. Each carrier then, without exception, represents 10,000 or more personnel.

As for your sniper character. I just had a cool idea. If it was possible you could make it so it was still invisible, and very cheap to make. The unit would have no strength or perhaps 2-3 strength. It would be able to detect spies and destroy them and it would also be able to attack full armies with a specialised bombard. If successful it would take 1 XP off the unit and the associated rank upgrade by killing an experienced officer. For each attempt it would have a chance of being revealed. Once revealed, it is easily dealt with.
 
The Idea has cross my mind. But I have passed the mantle to Korvegubben, if he wants to take on the challenge then good luck to him I say:D . 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!!:goodjob: :lol: 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 :eek: :crazyeye:
 
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.
 
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.


you do realise that this thread is REALLY old, and that The Lopez has already created a sniper mod:confused:
 
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