[SDKMOD] Raze City Mod

would be great if anybody could help, the raze-feature is pretty annoying in my opinion
 
Thoughts: I think the cleaner more interesting way to perform Razings would be to have a Raze Mission for units or to make the Pillage mission performable in Cities. Each usage of the mission would randomly destroy either a population point OR Building in the city (providing gold for each) until the city is reduced to a buildingless 1 pop city and the final Razing removes it completely. Thus it would take even a large stack of units some time to Raze a large city and getting that one half dead musket man past the last defender dose not destroy the city.
 
sounds great! especially the "gold for plunder"-option adds a lot of realism and fits the purpose exactly
 
I like the pillage-city-to-raze-city-slowly idea Impaler[WrG]! To expand on it further (to overcome certain issues that I've noticed occurs when you are essentially allowed to pillage your own cities):

*only cities in revolt (ie, after capture) can be razed slowly by pillaging in the cities square. Each unit in the city tile can pillage to reduce the size of the city (and maybe cause other damage, like destroying building improvements).

*each pillage action extends the revolt time (so as to allow you to raze/pillage bigger cities with a smaller force over a longer period for reason stated next...).

*cities not in revolt cannot be pillaged in the city tile (to prevent you pillaging your own cities either by accident or on purpose - as a possible exploit).

That way you could capture then raze by pillaging the city during the revolt period (which extends the more you raze it) and also prevents you from razing your own cities (either intentionally or accidentally).

(edit: could also let injured units heal in the city while it's being razed!)
 
Watiggi & Impaler[WrG], you both have great ideas. I had been wanting to re-do the unit pillaging feature for city razing for a while, in lieu of that annoying, one-time only pop-up (I can't stand how I can't even look inside a city to see if it's worth keeping or not). While I understand some of the sdk coding, I just have been too busy to do anything with it, but if I can get time I want to try to work on this, or at least help others who are working on it. Guess programming the AI to use this might be the tough part, but I figure if one can somehow transfer the city-raze decision making code to use pillaging instead, it could work. I especially think only allowing it for anarchy cities makes it right and removes any exploits a player or AI can take advantage of.
 
Ok, I built a raze city mod for warlords. It implements some of the ideas (ie, pillage to raze) and adds one more. I explored a whole heap of different ideas and finally settled on this one. My sig has the link. (thinking about it, it doesn't randomly destroy buildings and it probably should)
 
Does anyone know if this is being worked on for Beyond the Sword?

cheers,
Doug
 
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