Real Stacked Combat

I like the HOI division method of thinking. It is clear that Civ is on the scale where Divisions are the standard smallest unit you are staring at. However there are a couple things I did not see that might be useful to add:

-Before large artillery peices seige machines were involved and probably not good for combat purposes. This was especially true before field pieces became more common in warfare. I would suggest you also add a seperate seige unit(of course I'm not that familiar with how artillery works in Civ IV) that is only good for attacking cities/forts. Past that most field units would have organic artillery included.
 
sir_schwick said:
I'm not that familiar with how artillery works in Civ IV

"Poorly", would be the answer. It's one of the big complaints about the game.

You could add an artillery brigade (promotion) that increases the bombard rating of a unit (iBombardRateChange) and hope that it actually allows a regular unit to attack and destroy city defenses, although the way combat works I don't think it'd pan out this way. The most likely outcomes would be:

- a unit which destroyed city defenses while it fought defending units normally.

- a unit which magically becomes a new artillery-type unit and loses its ability to fight normally

- or a unit which crashes the game.

Someone would have to playtest this to see what happens. Although I've been playtesting the game without the ability to destroy city defenses (they become irrelevent with gunpowder anyway) and it works fine as is. Makes the cities harder to take, of course, but that just makes the gameplay more even between player and AI - something I'm shooting for. And since my games are super-epic ones, I'd rather a player didn't have the ability to wantonly overrun a dozen enemy cities in a single campaign anyway.

Max
 
Max,

You ought to start a new thread for this, so it's not cluttering up Nuh Hu's Stacked Combat discussion. Just an idea. I suppose if Nuh Hu doesn't mind, just stay here.
 
Sir Schwick, I had never heard of Paradox Games and I had crawled the search engines for years looking for a decent division level game of WW2. Or, otherwise, I may have seen Hearts of Iron and dismissed it because of the 'Risk' style map... (I think they need better advertising). Having played around with its demo, its very possible that HOI is the closest we may get to a good WW2 simulation in this decade. Also, I'm going to have to try their new release Knights of Honor. On that note Civ4, welcome to my closet. Take care guys - I'll keep my eyes open for a 'war simulation playable' version of Civ.
 
@ BaneBlade I think you have hit it almost square on the nose suggesting HoI 2 Combat system.. If u can integrate it, it would be sweet. hmm how to to intoduce HQ and and supply though.. I wonder if you could code an "HQ unit" aka:army into taking control of combat order and logistics.. or add a supply "unit" or "supply depot" which limits your attack range.. (particularily for modern warefare) or make supply kinda like healing in a sense (if HQ supply meter is only 3 bars then u have x movement ect...)? Im just tossin' this around but i hope the message isn't so garbled..
 
I'm struggling at the moment with learning the basics of python and producing my first own units, so don't count on me...
But you could make such a suggestion elsewhere in this forum, maybe someone with decent skills like the idea, too!
 
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