The Mine Warfare Mod

A tip for open borders: you need to somehow make open borders exclude mines, or else you could place a nuke mine in the opponents cities and voila: you win the war.

Game is coded so that mines are unable to explode in a city. How? They can't be armed in a city. Remember, once armed, they can't move. So, they will have to move out of a city before the arming button appears.
 
but could you still place them in enemy territory? surround a city with minefields and every unit in that city is essentially out of the fight.
 
but could you still place them in enemy territory? surround a city with minefields and every unit in that city is essentially out of the fight.

Mines currently have a hidden nationality. So, yes they can be placed in enemy territory, just like a privateer.

Status update: All units are now complete and testing has begun.
 
ah, so to the ai they're barbarians? Does that mean if they have open borders with you they might attack your mines in transit?
 
ah, so to the ai they're barbarians? Does that mean if they have open borders with you they might attack your mines in transit?

Like the Privateer, a Mine is always hostile. The mine is also invisible to all units. Both the AI and human players will stumble on a mine and get blown up. Thus it will be necessary to build Mine Sweepers to clear out the mines.
 
but will they go into your territory to take one out?
 
Just curious, but as an addendem to the mod, would it be wise to include a "vote" in the United Nations that eliminates the use of Mines, similar to the way the game handles nukes?

Overall, the concept looks really good, assuming the AI can get programed to utalize the system without creating significant lag.

Perhaps a United Nations vote would make a nice addition to the diplomatic side of this mod. But first, we must get the AI to use mines properly. Here is what I have posted to try and get help in this effort:

OK now that all of the mine warfare units have been built, it is time to determine how the AI should use mines. Based upon the posts and discussions with a war expert, I have come up with the following ideas:

1. Can't arm a mine within an enemy's cultural borders. You can pass through the territory, but can't arm the mine until reaching a plot outside of the cultural border.

2. Prime spots for arming a mine:

....a. Geographical choke points
....b. Recommended plots to place a city.
....c. Plots with strategic resources

Question: Where can I find the code that identifies the recommended city plots for settlers? Is it in SDK or is there a python function that makes the determination and displays a circle on the recommended plot?

Question: Is there code that could identify plots that are 3 to 5 squares away from an enemy cultural border?

Question: Is there code that could identify geograhical choke points outside of cultural borders?

This kind of code would locate mines a strategic locations, which would likely provide the best kind of harassment for rival Civs.

Lastly, is there any seek out and destroy python code that I could use for the mine sweepers? Note: I have the destroy side working. I just need a way to compel the AI to seek out mines.


Orion Veteran :cool:
 
Just to keep all of you up to date: I'm iching to release this mod, but I want the end product to be perfect. The nuclear mine now has all 3 attributes working properly: The sound effect, the visual effect and the plot fallout after the mushroom cloud explosion. Armed mines now have the domain_Immobile attribute to prevent them from getting a movement point when discovering the world is round or when finishing a wonder that extends ship movement. The Immobile attribute was the perfect solution.

I am currently developing 5 python functions to make the AI understand how to use mines. The first function was to locate the nearest city from a specified plot location. This first function was difficult, but finally tested well and it is the basis for other similar functions. I think the toughest task will be to locate unclaimed open plots just outside a city radius and send a mine to the best plot. That is what I'm currently working on.

Cheers,

Orion Veteran :cool:
 
Cool. When its done, if its ok with you, I'd like to include a modified version of them(different art) in my foundation mod.
 
Cool. When its done, if its ok with you, I'd like to include a modified version of them(different art) in my foundation mod.

All of my hard work is for the benefit of the entire Civ community and I make no claim to prevent your improvements or desired changes. Therefore, when the mod is released, you are free to do with it as you like. I actually encourage improvements and ask that you share your ideas, as I share my work. It is my hope that many, after playing this mod, are going to like it just as it is and consider it a must have in their own mods. Ultimately, I hope Firaxis will include it in Civ5.

I just finished my second function: A rating system that will determine the desireability of the AI to place a mine on a specified plot. Just another step towards the day of completion.

Cheers,

Orion Veteran :cool:
 
sounds good. perhaps cause extra war wearniness though?
 
well the blown up part is already part of the game with unit battles, but definetly for the person with the mine factory, cuz of all the accidents*


*or so they say
 
well the blown up part is already part of the game with unit battles, but definetly for the person with the mine factory, cuz of all the accidents*


*or so they say

Hmmm. ...accidents? If you notice the summary on the first page, unarmed mines are harmless until they are armed. This means the danger of an accident is really not in the factory, where the mine is built. But rather out in the field or at sea, where the mine is armed.

Respectfully,


Orion Veteran :cool:
 
right, but any facility dealing in high explosives is going to be a hazard. especially if a fire broke out. BIG BADA BOOM
 
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