RealFort Mod

Bhruic said:
Forts are considered 'Improvements', and the game only lets you have one 'Improvement' per square. I don't think there's any way to change that, short of the SDK.
Well, roads/railroads obviously fall into a second category of stuff that can be built by Workers. You can't create a third?
 
I'm trying to understand here... do you actually have to use up a promotion opportunity on the Fort Bonus? Or is the Fort Bonus applied to ANY unit that happens to be on the fortified tile?

EDIT: And if its the former rather than the latter, would there be anyway, to have it so that forts simply give said bonuses to any unit that happens to be on their tiles and not just ones with a Fort Bonus?
 
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Dom Pedro II said:
I'm trying to understand here... do you actually have to use up a promotion opportunity on the Fort Bonus? Or is the Fort Bonus applied to ANY unit that happens to be on the fortified tile?

It's the latter. With the caveat that "any unit" doesn't apply to air or worker units.

Bh
 
Bhruic said:
It's the latter. With the caveat that "any unit" doesn't apply to air or worker units.

Bh

Excellent.. then this shall find a welcome home in my games :)
 
Hi there. I just wanted to say that you have created a really great mod here. I really like the changes you've made to the anemic forts in CivIVanilla.

I do, however, have a couple of requests...
1. Is it possible to make forts coexist with forest tiles? It seems odd that you have to remove a forest to make a fort. If possible, it would make strategic fort placement more useful in terrain with few hills.
2. Can a fort modify the attack penalty incurred when crossing water? It seems logical that attackers on sortie from a fort would not be impaired by terrain immediate to said fort.

I hope you will address my questions. I sure you get tons of requests. Either way, you've got a great mod. It will continue to be a part of my "Required Mods" list.
 
What would happen if forts were placed in the same category as roads/railroads? Could the AI then be told to build them on/near resources? As it stands, the ease with which strategic resources are destroyed doesn't ring true to me. I'd like to make these resources easier to defend.
 
Awaiting word on whether this RealFort Mod is compatible with the Civ 1.09 patch.
 
I think it's a great idea. but when exacty will I will be able to promote to it? because right now my units I build with baracks doesn't seem to able to promote to it.
Can you explain me how to promote to it?
 
The promotion is automatic for any military unit that enters the fort. It is automatically lost for any unit that leaves the fort.

Bh
 
Yes units in the fort should not get penalty for attacking over river. Maybe add double movement for all terrains so they easy can get back to the fort after an attack.

Forrest in same tile as fort should not gain extra defence, the higher defence, the longer you see. If attacking units hide/take cover in the forrest it's more like an penalty.
 
I wish forts could be built like roads and railroads ... *AS WELL AS* the mine/farm/whatever ... I often want to place a fort as added defense to a particularly valuable oil resource or something, and i can't ... Vanilla CIV is just so dumb in this regard.
 
Hey, I've been using this mod for a while now, and while I like the changes, the fact that the AI never builds forts really gives the human player an unfair advantage.

Does anyone have any thoughts on how we possibly could make the AI not olny build forts, but actually use them as well?
 
This kinda reminds me of a rather unpleasant arguement I was in before Civ IV was released about ZoC. Anyway, in said arguement I recommended giving a fort a culture bonus, so it is kinda ZoCish kinda colonyish (the loss of colonies in Civ IV is one of the things that I lament the most). Anyway, is there anyway to make it so forts have culture around them, like a city? They would start at 15 culture (so they cast a culture area 1 tile in each direction), and have no way of producing more culture.

Better idea:
Keep forts like you had them for this mod. Add new unit: the Military Engineer. Acts like settler, but founds "Military Base." Bases are a cross between cities and colonies, and aren't as expensive or time consuming to manage. It would work like this: The engineer would move to the tile you want the base on, like one would with a settler. The founding of the base consumes the engineer. The base is a "city" that has a max culture level of one (for reasons I listed above). It would have no science, culture, or great person production. It would have no population. It would have hammer production that is either 1/2 the production of the highest city in your empire or the average of all (I can't decide which), but only military units and military buildings can be produced.

This idea seems to make sense to me, both historically and strategically, but I am afraid it would be too hard to write in to the game. I'm not good with codes and DOS-like programming (I need my GUI!!), but it was hard enough to explain it in this post; I imagine it would be infinately worse trying to explain it to the computer. I don't know, what does everybody else think?

EDIT: Wow, I never realized how old this thread is. Well, I still might get a response (fingers crossed).
 
A response yes, but probably not the one you want. ;)

Right now, for anything as advanced as that, the SDK would be required. As that isn't out yet, I don't think your idea is doable at this point.

But once the SDK is out, I'll probably revisit the issue. So hold on to that idea. :)

Bh
 
Bhruic, assuming I can get my Civ IV working again, I'd really like to try your mod, but how does this work in multiplayer games if the other players aren't suing it? Do I pick a mod-only game for single player use? Does it ignore the mod for ongoing pbem games?
 
I think this mod is absolutely brilliant! Is it possible to create a similar mod for a unit? I've been toying with the idea of a Great General that would give a promotion bonus to stacked units in exactly the same way that you've done here.
 
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