The Mine Warfare Mod

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.

Who says you need combat? Roll a random number, determine the damage, change the units health, and move on. ;)
 
Who says you need combat? Roll a random number, determine the damage, change the units health, and move on. ;)

I believe any wooden ship would sink, if it hit a mine. However, for the more modern ships, there is a good chance they would not sink. In this case damage would be appropriate and would make the effect of a mine explosion far more realistic. :)

Therefore, I'll bite: I know how to roll the dice and get a percentage for damage, but what I don't know is how to change the health for a specified unit. Do you have an example line of python for me to use?


Orion Veteran :cool:
 
CyUnit.setDamage(...)

I forget exactly what arguments it uses, but It's used in the mod comp War Prizes...
 
a hum: Estimated Release date: Hopefully the end of this month (MARCH). HUH?

Notice the word Hopefully. OK I busted the release date, but the mod is now being tweaked for perfection and I have put in many hours of work each day for the last month. I'd rather give you a mod that works than a mod that is unfinished or has bugs and in need of a lot of changes.



Orion Veteran :cool:
 
Notice the word Hopefully. OK I busted the release date, but the mod is now being tweaked for perfection and I have put in many hours of work each day for the last month. I'd rather give you a mod that works than a mod that is unfinished or has bugs and in need of a lot of changes.
Orion Veteran :cool:

I know, its April Fools day, so i thought i'd say something, :lol:
 
i have been checking this thread many times daily lately and finally its out and stupid me cannot figure how to install it :(

HELP!

you be happy to know after 5 years reading here i have broken down and registered though :P

*edit*
i think i figured it out now :P
 
We have an operational mod and there have been several downloads. So please tell me what you think. Don't you just love the sound of all those enemy spies getting blown up? Serves them right for trying to enter your territory without permission!

Any suggestions for improvement will be considered.
 
maybe you should tell us how to install it, i seem to have it going but also,you say it can be used in any mod but i have no idea where to put it for that,i must load it as a mod and then its in the basic BTS game only
 
maybe you should tell us how to install it, i seem to have it going but also,you say it can be used in any mod but i have no idea where to put it for that,i must load it as a mod and then its in the basic BTS game only

As you discovered, all you had to do to play Mine Warfare was to copy the standard version to your mods folder.

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods

As for merging Mine Warfare with other mods, there are other helpful articles on this subject, so I won't rehash it out here. However, I will suggest you read the following article and others like it, on how to merge mods:

http://forums.civfanatics.com/showthread.php?t=331321

Orion Veteran :cool:
 
Keeping in mind that, due to the hidden nationality of mines, war is not declared when a mine explodes; I received a proposal for the consequences of detonating a nuclear mine.

1. Every Civ, except the owner of the nuclear mine, will get a +1 anger increase against every Civ.

2. The Civ that lost units due to a nuclear mine detonation, will get a + 2 anger increase against every Civ.

This anger change should reflect the popular dissatisfaction with any Civ that sets off a nuclear mine.

I welcome comments on this proposal.


Orion Veteran :cool:
 
ok,played with the mines last night, seems i can walk on them,seems i can build roads over them and farms,they do not dissapear on 1st killing,they seem to randomly stay for more than 1 kill,had one stay for 4 turns,killing each time also,they go off without being set if left in the city and you hit the button for missing 1 turn,if a spy appears in the city it goes off killing the spy but i was not set,its happened many times for sure so far,just tinkering with them and thats what i see so far,thought they HAD to be set 1st,also thought they were good for only 1 bang
 
ok,played with the mines last night, seems i can walk on them,seems i can build roads over them and farms,they do not dissapear on 1st killing,they seem to randomly stay for more than 1 kill,had one stay for 4 turns,killing each time also,they go off without being set if left in the city and you hit the button for missing 1 turn,if a spy appears in the city it goes off killing the spy but i was not set,its happened many times for sure so far,just tinkering with them and thats what i see so far,thought they HAD to be set 1st,also thought they were good for only 1 bang

What kind of mines were they? Regular mines will blow up when they come into contact with the enemy. However, Mine fields are persistant. They are the gift that keeps on giving, as the Mine Field will keep blowing up units until it is removed by a Mine Sweeper.

Also, the code in question forgot to insure the mine was armed before it is allowed to blow up. :hammer2: I will turn out an easy fix.
 
The attached file has the interim fix for the events files of the Mine Warfare mod. There are two files in the zip file. Replace only the file that applies to your mod. If you have a standard mod, and have merged the mod with another mod, you only have to merge one function: onUnitMove.

CvEventManager.py for standard mods

or

MineWarfareEvents.py for WoC mods


What it does: Added line of code to insure a mine is armed before it is allowed to blow up.

Orion Veteran :cool:
 

Attachments

SHOOT! i forgot, when you hover over the arming button for the landmine it says Arm Naval mine :P

added the fix,haven't had a mine go off by mistake since,though i did like it picking off spies in the city and you cannot arm it in the city,didn't injure my units or buildings,may change it back,or could there be a way to let it go off automatically in a city if a spy entered............
 
SHOOT! i forgot, when you hover over the arming button for the landmine it says Arm Naval mine :P

Don't worry, I will fix that issue when I release ver 1.1. I really appreciate you testing out the mod and finding some stuff I missed.

added the fix,haven't had a mine go off by mistake since, though i did like it picking off spies in the city and you cannot arm it in the city

Yup! It was a bonehead mistake on my part to leave that line of code out. Now it works as intended.

....didn't injure my units or buildings, may change it back or could there be a way to let it go off automatically in a city if a spy entered............

I think that would be a little too easy. All you would have to do is put a mine in every city and then spies would have 0 chance to do anything. That's called an exploit. Strategy vs. Exploit. Using strategy, you have to determine where on your border the enemy spies might come across and place your mines accordingly. You could line up mines across the entire border, but that will be very expensive. However, the cost and loss of production of other buildings and units might be a risk you are willing to take. Therefore, I believe, that trying to catch spies at the border is far more of a challenge and gives the AI an opportunity to sneak one through on occasion.


Orion Veteran :cool:
 
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