The Mine Warfare Mod

good idea, though I know I wouldn't be happy working at a high explosives factory
 
I removed the Mine Factory in favor of using the existing factory that is already available in the game. The factory is now a prerequisite for building Mine Fields and Nuclear Mines.

I added a new National Wonder called: The Advanced Mine Technology Center: This Wonder becomes available with the discovery of Physics and the advance technology, learned in this facility, is now an additional prerequisite for constructing the most powerful mine in the game: The Nuclear Mine. It also enhances production by lowering the cost of mines and mine fields by 50%. The Wonder has a movie file that demonstrates the awesome destructive power of a mine with the sinking of a ship. :)


Orion Veteran :cool:
 
I ran into a setback which called for a major change to the game. I had to abandon the dual unit philosophy in favor of single unit mines. Arming of the mine makes it immobile for the rest of the game. This doesn't sound like a change, but it ended up cutting out about a 3rd of all the Python and XML. In fact, the coding is now more efficient, than before.

I have came up with a "percentage of the fleet" threshhold for producing mines. If less than the threshhold maximum, then the AI will have a randum chance to produce a mine (whether for land or sea.).

Here are the percentages for the type of mine the AI will produce. If the AI has the tech:

1. Mine Warfare:

33% change to build a mine

2. Industrialism:

75% chance to build a mine field
25% chance to build a mine.

3. Fussion:

50% chance to build a nuclear mine
40% chance to build a mine field
10% chance to build a mine.


Forgot to Summarize: So Long as the threshhold has not been exceeded:

The AI will have an overall 33% chance of producing a mine.
The AI will have an overall 67% chance of not producing a mine.


Orion Veteran :cool:
 
yes, clearly the robopocalypse isn't happening any time soon with this level of strategy. ;)
 
I don't want to be rude or anything else. I'm really interested in this, but doesn't the land mine sweeper look a bit odd? The hands are just pointing to sides. What are you using as the unit?

Not really. I wanted a unit that looked like an Explosive Oridinance Disposal (EOD) specialist. I picked the best I could find in the downloads database. I'll work on the graphics to see if I can get the arms to display better. Meantime, I'm open to suggestions, if you would like to recommend something better. For, that is the reason I posted the pictures.

What do you think about all of the other units?


Orion Veteran :cool:
 
Anti-Tank capability!

Armored units are now immune to mines, unless the owner of the mine has built the Advanced Mine Technology Center National Wonder. The Advanced Mine Technology Center will now increase the effective power of Mines and Mine Fields against armored units to allow the Anti-Tank capability. :spear:

Orion Veteran :cool:
 
perhaps 25% damage would be better?
Immunity is a bit much
 
perhaps 25% damage would be better?
Immunity is a bit much

That was the problem from the beginning. I can't force combat for invisible units. So we went down the path of making mines lethal. Units either blow up or they don't. And I must say, lethal mines worked out quite well. The idea of requiring the technology center to increase the effective power of mines, makes the wonder a "must have" to build nuclear mines and fight off armored units.
 
ah I see. Maybe only the most advanced tanks (modern armor and mech infantry) would be immune, as they would logically have the most effective plating.
 
ah I see. Maybe only the most advanced tanks (modern armor and mech infantry) would be immune, as they would logically have the most effective plating.

In a stock BTS game, there are only 3 armored units:

Tank
Panzer
Modern Armor

I believe it is very realistic to require a more advanced mine to take out each of these 3 armored units.

Orion Veteran :cool:
 
well first of all, I believe that mechanized infantry should be considered armor by the mines, and im pretty sure a tank cannot survive a direct bomb blast 100% of the time. Perhaps you could modify the script to have different(much lower) chances for armor? After all, armor already is a doublewin mechanic, with the high production and tech requirements.
 
well first of all, I believe that mechanized infantry should be considered armor by the mines...

Mechanized Infantry travel around in Armored Personnel Carriers (APC). Therefore, Mechanized Infantry are now considered as armored units and are immune to Mines and Mine Fields, unless the owner of the mine has built the Advanced Mine Technology Center wonder. The Mechanized Infantry is built in the modern era and if no longer immune, it has a 25% chance of getting blown up by a Mine Field.


Orion Veteran :cool:
 
I have converted the Mod into standard and WoC formats. Testing of code to deploy mines continues. It might be a few more days before I finish up and release the mod. Recent success with the python has proven the AI knows how to deploy mines. I just need to tweak the python to force the AI to make intelligent choices for where to deploy the mines. It won't be long until we have Mine Warfare in CIV4.

Just a note: In one test game, the AI Civs were sending a large multitude of spies against my Civ. There were several turns that had multiple mine explosions due to AI spies stumbling on my mine fields. Absolutely hillarious fun! :)

Cheers,


Orion Veteran :cool:
 
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