1. We have added the ability to collapse/expand forum categories and widgets on forum home.
    Dismiss Notice
  2. All Civ avatars are brought back and available for selection in the Avatar Gallery! There are 945 avatars total.
    Dismiss Notice
  3. To make the site more secure, we have installed SSL certificates and enabled HTTPS for both the main site and forums.
    Dismiss Notice
  4. Civ6 is released! Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR)
    Dismiss Notice
  5. Dismiss Notice
  6. Forum account upgrades are available for ad-free browsing.
    Dismiss Notice

Sink Those Transports! 1.2

Embarked units receive a -20 combat strength modifier

  1. sp00n

    sp00n Chieftain

    Joined:
    Jan 4, 2007
    Messages:
    347
    sp00n submitted a new resource:

    Sink Those Transports! - Embarked units receive a -20 combat strength modifier

    Read more about this resource...
     
    GabrielFM07 likes this.
  2. truetom

    truetom Chieftain

    Joined:
    Oct 23, 2002
    Messages:
    264
    Love this. Conflicts with other mods?
     
  3. Alucard648

    Alucard648 Chieftain

    Joined:
    Oct 4, 2016
    Messages:
    50
    Gender:
    Male
    I wish than any naval unit can insta-kill any embarked unit. If a trireme shoots an arrow to modern transport - BOOOMMM!! I mean, post-industrial embarked units explode on sunk.
     
  4. sp00n

    sp00n Chieftain

    Joined:
    Jan 4, 2007
    Messages:
    347
    Not that I know of. It applies the debuff to any of these unit classes:
    CLASS_RECON
    CLASS_MELEE
    CLASS_RANGED
    CLASS_SIEGE
    CLASS_HEAVY_CAVALRY
    CLASS_LIGHT_CAVALRY
    CLASS_RANGED_CAVALRY
    CLASS_ANTI_CAVALRY
    CLASS_HEAVY_CHARIOT
    CLASS_LIGHT_CHARIOT
    CLASS_RELIGIOUS

    If a mod introduces a new unit class, and the relevant unit doesn't also have one of the other unit class above applied to it, then it wouldn't work. But I don't think this is possible right now without modifying the DLL
    Currently the anti air units would be an example for such a one-class-only unit. However being support units they don't have any defense value to begin with, so the mod wouldn't affect them either way.
     
  5. sp00n

    sp00n Chieftain

    Joined:
    Jan 4, 2007
    Messages:
    347
    Theoretically you could incrase the value from -20 to -200 in the XML file. This should result in an insta kill for any unit.
     
  6. Littlebob86

    Littlebob86 Chieftain

    Joined:
    Oct 24, 2016
    Messages:
    329
    What's the vanilla reduction? Or is it 0?
     
  7. sp00n

    sp00n Chieftain

    Joined:
    Jan 4, 2007
    Messages:
    347
  8. Littlebob86

    Littlebob86 Chieftain

    Joined:
    Oct 24, 2016
    Messages:
    329
    Thats pretty stupid
     
  9. sp00n

    sp00n Chieftain

    Joined:
    Jan 4, 2007
    Messages:
    347
  10. qqqbbb

    qqqbbb Chieftain

    Joined:
    Sep 25, 2010
    Messages:
    411
    How about removing or lowering debuff for units that have amphibious promotion?
     
    Last edited: Dec 5, 2016
  11. sp00n

    sp00n Chieftain

    Joined:
    Jan 4, 2007
    Messages:
    347
    Hm, I would have to edit the amphibious promotion itself for this to work (kind of, it would give a defense buff), as there I don't think there is a way to check for a specific promotion when setting up the requirements for an ability. This would make the mod incomaptible with any other mod changing the promotion, so I'm not sure I should do this. I'm also not sure it would make sense against most attack types (naval, ranged, air) - I could see some reasoning for defending against attacks from melee units located on the shore though.
     
  12. sp00n

    sp00n Chieftain

    Joined:
    Jan 4, 2007
    Messages:
    347
    sp00n updated Sink Those Transports! with a new update entry:

    Religious units

    Read the rest of this update entry...
     
  13. Atlas627

    Atlas627 Chieftain

    Joined:
    Aug 25, 2011
    Messages:
    2,484
    With regards to your recent update, wouldn't it be easier to just remove the modifier from religious units in the first place? Only religious units can attack them (with combat strength) and I don't see any reason land units should be destroying embarked units in religious debate.
     
  14. sp00n

    sp00n Chieftain

    Joined:
    Jan 4, 2007
    Messages:
    347
    Hm, good point. I think there's still the edge case when a religious unit on land attacks an embarked unit directly on the coast though. I'll leave it as is for the time being, but will keep an eye out.
     
  15. Atlas627

    Atlas627 Chieftain

    Joined:
    Aug 25, 2011
    Messages:
    2,484
    Right, that edge case exists, but why would the embarked unit be at a disadvantage? They are having a religious debate, no?
     
  16. sp00n

    sp00n Chieftain

    Joined:
    Jan 4, 2007
    Messages:
    347
  17. Atlas627

    Atlas627 Chieftain

    Joined:
    Aug 25, 2011
    Messages:
    2,484
    I think of it that way, but even if it were a lightning fight, striking one person will kill them while striking a boat will set it on fire and kill them. I don't know who is worse off, here :lol:
     
  18. arnoue

    arnoue Chieftain

    Joined:
    Dec 26, 2016
    Messages:
    3
    Gender:
    Male
    I think this mod would make more sense if it were some percentage reduction instead of a flat -20 (maybe -75% strength). This would allow it to scale with the strength of the units.
     
  19. sp00n

    sp00n Chieftain

    Joined:
    Jan 4, 2007
    Messages:
    347
    Indeed, it would. Unfortunately it's not possible right now.
     
  20. Atlas627

    Atlas627 Chieftain

    Joined:
    Aug 25, 2011
    Messages:
    2,484
    But flat changes in Civ6 *do* scale with the strength of the unit, because combat is calculated by differences in strengths, not ratios.
     
    IllustriousYou likes this.

Share This Page