Rallying call for all interested: Colonisation of the Moon mod!

What is the story on returning artillery to how it operated in civ3, ranged and capturable?

Here's how I think the units ought to break down

units.jpg


I also wanted to give the Heavy Infantry a % to Intercept Air Units, 10% Missile, 25% UAV, 50% Heavy UAV and Plasma, and 75% MagPulse
 
What do you think of those units woodelf? I don't know how theyll fit in with tech tree, but I am sure we can squeeze them in somehow. Let me know if you like it, I didnt follow TMB because it didnt have clear counters outlined so I just started from scratch and thought how combat might progress

I wrote out some promotions also

Low-G Combat +% Str
Ambush +% v Armor
Tactics +% v Light Infantry
Sneak +% v Heavy Infantry
Mobility % chance to retreat
Colony Raider +% Colony Attack
Defensive Positions +% Colony Defense
Crater Training +% CraterRim Defense/Attack
Technical Superiority +% Str (Belizan's suggestion, 15% for top leader 10% for #2 5% #3)
 
I have to admit that looks good and should be easy to fit into the tech tree. I think we'll need a few more units, but this is a fantastic start. :)
 
you think we need more combat units? there are 28 there

also there are only so many ways we can reskin the 5 or so models we have to work with

of course military engineer is a given, able to build forts and track and airfields etc
 
For now we'll be using Vanilla units, unless we really get skinning. I expect business to pick up once the SDK comes out. We'll eventually be dropping new unit graphics in for everything.

I'll look at your outline more closely at work tomorrow and see how many are redundant with what is already in the game, then add the rest.
 
Ok, I want to throw a spreadsheet of what needs doing and whos done what together so when people sign in can they list what theyve done and what they are working on so I can add it in

So what do we need:
Three categories, Art, XML, Python post what you think needs doing or has been done for instance: Art:Resources 23% (6/26) by Dsquared you can estimate the % complete, 15,25,50,75,90 etc
 
dsquared said:
Ok, I want to throw a spreadsheet of what needs doing and whos done what together so when people sign in can they list what theyve done and what they are working on so I can add it in

So what do we need:
Three categories, Art, XML, Python post what you think needs doing or has been done for instance: Art:Resources 23% (6/26) by Dsquared you can estimate the % complete, 15,25,50,75,90 etc

For the Python work that would require actually having a list of things which are intended to be included, which we don't. I'm still collating (just starting back up now from yesterday) so.. in a few hours or so, I should have a list of things which have been bandied about, at least.
 
OK, AI wont use artillery as it uses air units to bombard?

IMO, civ4 went backwards with artillery, guns are always captured in war and never actually ENTER combat oh well are you sure we cant get the AI to use like a bomber?
 
dsquared said:
Ok, I want to throw a spreadsheet of what needs doing and whos done what together so when people sign in can they list what theyve done and what they are working on so I can add it in

So what do we need:
Three categories, Art, XML, Python post what you think needs doing or has been done for instance: Art:Resources 23% (6/26) by Dsquared you can estimate the % complete, 15,25,50,75,90 etc

I had a post eaten! I replied to this once.....:argh:

Sounds like a good idea. XML will be hard to estimate.....

Art/Buttons. All of the techs 97/97, all of the units so far. None of the buildings yet, except when we can use Vanilla.
 
Well, I haven't looked at making bombarding units be carriers that can only carry "bombardment" aircraft that get destroyed at the end of every turn and remade at the beginning of every turn and have only one operation, bombard. That might work. I'd have to look at making new aircraft. Of course that could make for some funny tricks. Like... Transfering the bombardment from the arti to a city then moving the arti and then attacking with the bombardment. Depends on what rules you'd want to have govern it, but I suppose that sort of implementation could be made to work.

Exactly what rules do you want? Can you move and bombard in the same round? Can you bombard more then once per turn? etc., etc.

Edit: And of course this presupposes I can override the ability to rehome bombardments, whcih could be problematic.
 
dsquared said:
OK, AI wont use artillery as it uses air units to bombard?

IMO, civ4 went backwards with artillery, guns are always captured in war and never actually ENTER combat oh well are you sure we cant get the AI to use like a bomber?

I've always thought Fighters were stupid personally. I like Bombers, but the AI seems ambivalent. I think they do use the current bombardment system, but it would be hard, like Belizan said, to teach them to use Civ3 artillery.

Kael in his FfH mod sort of put in Civ3 artillery by having magic users create a Fireball that basically blows itself up at the city, doing collateral damage after it targets one defender. The AI seems to use this.
 
woodelf said:
I've always thought Fighters were stupid personally. I like Bombers, but the AI seems ambivalent. I think they do use the current bombardment system, but it would be hard, like Belizan said, to teach them to use Civ3 artillery.

Kael in his FfH mod sort of put in Civ3 artillery by having magic users create a Fireball that basically blows itself up at the city, doing collateral damage after it targets one defender. The AI seems to use this.

So I'm told, but I've never had the AI use it in any of my FfH games :/. But I digress.
 
jsut had an idea: artillery unit is a carrier, it carries a unit called Shells or whatever ammo it uses, the unit dies after being 'fired' and it regenerates shells at a certain rate, what do you think of this? that way you can store up bombardment and attack all at once, then not be able to for a round or so
 
dsquared said:
jsut had an idea: artillery unit is a carrier, it carries a unit called Shells or whatever ammo it uses, the unit dies after being 'fired' and it regenerates shells at a certain rate, what do you think of this? that way you can store up bombardment and attack all at once, then not be able to for a round or so

No different than Kael's magic user so it should work. The artillery creates the shell and "holds" it until it "fires" it. And as tech gets better so will the shells and the range, since the shells have movement points.
 
i was thinking it was like an air unit with range, that way it can cross mountains etc, can set it so it is impossible to intercept like stealth bombers
 
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