New Unit : Sniper

By the way, Aranor already made a Sniper unit. Here is the thread. Check it out.

Aranor, I beg your pardon but I didn't see that you made a sniper unit yourself before. I think that's actually a problem of the website : they should make an alphabetic list of created units in addition to the threads because within a few days, a release has been send to an other page because of new threads.
 
To answer everybody :
Sniper unit characteristics :
1-2 first strike(s)
Invisible to all units
strength : 18 (infantry = 20)

Modern Sniper unit charcteristics :
1-2 first strikes
invisible to all units
strength : 22 (marines = 24)
starts with sentry
 
Cool.

You don't have to apologize ... it's not like you shouldn't have made the Sniper unit because another one was out. I was just letting you know what was already out there.

Your units are nice, but you should check out Aranor's unit. Maybe this way you two can get ideas from each other and in turn make a better sniper unit. It's all friendly here: we should learn from each other and help each other out to improve the overall quality of the game.
 
what shqype says is true, i have no probs with u making a sniper unit, hell download mine and see if there is anything that you like about it and incorpoate it into your mod, if you have any questions about how I did certain thing dont hesitate to pm me Id be happy to help you
 
Ok that's very nice of you both! Actually I went to see it and I think you made a great job with the SNIPER_INVISIBLE stuff and I'd like to know how you made it.

Otherwise, here comes the file!! finally, I think I know how to do it

http://www.civfanatics.net/uploads11/Furtive_Mod_v0.1.zip

It contains :

The sniper skin, button, and all xml files
the modern sniper skin, button and all xml files
Just unzip it and add it into the mod file in civ4

Upcoming unit in this mod : resistant : invisible, able to sabotage production, steal plan and destroy mines, farms and so on (sorry, I don't remember the name in english!!)
 
ok so I'v taken a look at your version, it looks great, alot more balanced than what I have. :goodjob: I especially like your Modern Sniper he look really good with the cammo gear :D my only main complaint, if you could call it that :p is that the WWII sniper is doesnt have cammo, unless you were trying to achieve an urban combat look in which case I think you have suceeded. ;)

The way I made the unit invisible was to edit the Civ4basicinfos file in the Basic Infos folder and create an invisible sniper exception ( for lack of a better term) just like you would for a submarine. here is where i edited
<InvisibleInfos>
<InvisibleInfo>
<Type>INVISIBLE_SUBMARINE</Type>
<Description>TXT_KEY_INVISIBLE_SUBMARINE</Description>
</InvisibleInfo>
<InvisibleInfo>
<Type>INVISIBLE_SNIPER</Type>
<Description>Snipers</Description>
</InvisibleInfo>

</InvisibleInfos>
<UnitCombatInfos>

this will allow you to create invisible snipers and allow them to be seen by other specialised units. Also I do agree with other that there should be a weakness against armored units. But other thaqn that great work look forward to seeing what you have next instore for us :goodjob:
 
I think you're right, I may edit it to make it weaker against armor units. Though I choosed to make them weaker than the visible units equivalent to them (infantry and modern snipers) so it's already a weekness. As they have several first strikes, it's balanced, and they are quite expensive.

At first, I was trying to make the WWII sniper "german" looking and it's true that after I finished the skin, I thought it looked quite urban so I thought "mhhh, now I'll say it's a urban sniper if someone asks"!!!!!! :mischief:

I won't change the SNIPER_INVISIBLE because I think no one sees snipers until they fire but I'll use that for my resistant unit, which will be invisible except for spies... unless I make a special unit such as CounterSpy or Gestapo or something like that which will be able to see spies and resistants.
 
Youe should create a "sapper" (If possible) that could see the sniper.

I know in WW1 they dug tunnels under where they though snipers were located, then BOOM, they blew em up.

And then you could have sappers be able to countersap...
 
Here is my suggestion:

Snipers should be less effective against armored units (like tanks) and more effective against melee, archery, gunpowder units.

If you made -50% vs. armored units I think it would be better than -15% ... then again it's just my opinion and what I would do. You can do whatever you want :)
 
They are already quite weak (2 points less than the infantry and the marines) and statidtically they'll lose at every fight against armor !
But I'll lower the rate to -50% because everyone seems to think it's better!
 
Like someone once mentioned ... snipers really have little chance of destroying tanks anyway ... but you could still raise their strength so that they're at least equal with infantry and marines ... that might make up a little bit.

PS- Are you up for the re-skin challenge I PMed you about? ;)
 
PS- Are you up for the re-skin challenge I PMed you about?

Check your messages!

I think sniper have too much first strikes and they are invisible so it's good that they are less strong than infantry or marines!
Though they never win against armored so I'll lower their rate, but keep their strenght.
 
Aright korvgubben , you're the boss.

PS- check your PM inbox and your hotmail inbox :)
 
Yep, me too. You're my hero :D
 
GeneralMatt said:
Youe should create a "sapper" (If possible) that could see the sniper.

I know in WW1 they dug tunnels under where they though snipers were located, then BOOM, they blew em up.

And then you could have sappers be able to countersap...

Great minds think alike:D I have made a unit called a sapper. This is a national unit limit of 3. It can enter rival territory, is ivisible to most units and can see other sappers. I also gave it a slightly lower rating than infantry but higher movement and withdraw chance to represent the hit and run nature of this kind of unit.

I also have an Infiltrator unit that plants a bio-attack on a city. This unit is a national unit and has a high unit level of 5 at a time. The counter is the "Agent" national unit limit of 3. Replaces the spy and can see the infiltrator. Once the Bio-attack has been made the only fix is the Antidote which is administered by the Hazmat team, a national unit with a limit of one.

All of this added a level of surprise/sneak attack etc.. that the AI seems to just love. In my games I always keep my infrastruture patrolled by counter spy/terrorist units to prepare for the "repeated" AI attacks. Much more vigilant you must be now, yes. :goodjob:
 
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