Traps and Towers module

maybe some walls that can stand high explosives? because the walls of Beijing held 3 DAYS! while no one was manning them and continual bombardment from SEVERAL ARMIES and they had artillery, so could you please?
 
maybe some walls that can stand high explosives? because the walls of Beijing held 3 DAYS! while no one was manning them and continual bombardment from SEVERAL ARMIES and they had artillery, so could you please?

1. Maybe Beijing had a very, very high cultural defense?
2. Thank would require a new line of for the XML, which is an SDK change. That is a request for Afforess. I would, however, edit this project, as well as existing walls, to accommodate that change.
 
Works for me. I just liked calling the original project "Traps and Towers," and since a lack of graphics is likely to kill the traps part...

Here are some icons i found on the web for the traps ...



Pit Traps (Req Mathematics) - Upgrades to Mechanical Traps



Mechanical Traps (Req Machinery) - Upgrades to Upgrades to Landmines



Landmines (Req Explosives)

They will have to be re-sized through. I also cut down the list a bit.
 
I have the buttons for it. The issue is that I cannot decide whether to take this in the direction of a "Landmines" mod, which would require meshes and animations, or if to have it as a city improvement mod. The issue with the latter is that such improvements would have to have large health, happiness, and trade penalties; also, for the later version would have spy defense, which with other buildings, might result in cities being immune to espionage (a worry I am having, I do not know this for sure). This issue I am having is the reason that I think it would be better to have "Traps" be an extended version of a "Landmines" mod, which is something that Afforess wants to do as well, but does not have graphics for.

Here are my ideas for what "traps" to be included
-Pit Traps (Tech Mining)
-Land Mines (Tech Explosives)
-Booby Traps (Tech Guerrilla Warfare)
-Robotic Traps (Tech Military Robotics)
 
@generalstaff

I like these except I think the mechanical trap is an important milestone between pit traps and land mines. So like this ...

-Pit Traps (Tech Mining)
-Mechanical Trap (Tech Machinery)
-Land Mines (Tech Explosives)
-Booby Traps (Tech Guerrilla Warfare)
-Robotic Traps (Tech Military Robotics)

Mechanical traps are traps like bear traps or mouse traps which have a tripper you step on and then it clamps shut on the limb of the victim. Perhaps pit and mechanical traps could give a bonus to food as well as it could double as an animal trap.
 
@generalstaff

I like these except I think the mechanical trap is an important milestone between pit traps and land mines. So like this ...

-Pit Traps (Tech Mining)
-Mechanical Trap (Tech Machinery)
-Land Mines (Tech Explosives)
-Booby Traps (Tech Guerrilla Warfare)
-Robotic Traps (Tech Military Robotics)

Mechanical traps are traps like bear traps or mouse traps which have a tripper you step on and then it clamps shut on the limb of the victim. Perhaps pit and mechanical traps could give a bonus to food as well as it could double as an animal trap.

OK. I can have Mechanical Traps be the same defensively as Pit Traps, but give a food bonus with Deer and a Commerce bonus with Fur.
 
Cool. I also like your new Dethklok avatar. :D

Thanks, I stumbled upon a good pic of General Crozier about a month ago. I decided to do the change when I finished some Second Revolution work and the released the new Leaderhead Pack.
 
Please make this GeneralStaff. I do not think Afforess is ever getting around to adding it to his "Castle Mod".

Murder Holes (Req Engineering)

Req Building: Castle Gatehouse

Obsolete: Explosives

Special Abilities
  • +5% Defense with Stone (Boulders)
  • +5% Defense with Lead (Molten Lead)
  • +5% Defense with Oil (Boiling Oil)
 
Please make this GeneralStaff. I do not think Afforess is ever getting around to adding it to his "Castle Mod".

Murder Holes (Req Engineering)

Req Building: Castle Gatehouse

Obsolete: Explosives

Special Abilities
  • +5% Defense with Stone (Boulders)
  • +5% Defense with Lead (Molten Lead)
  • +5% Defense with Oil (Boiling Oil)

With the only problem that unless you get an event you wont get oil until after the building is obsolete. Yes i know that defensive bonus stays around after the building is obsolete. Perhaps olives or whales instead?
 
@Dancing Hoskuld

With the only problem that unless you get an event you wont get oil until after the building is obsolete. Yes i know that defensive bonus stays around after the building is obsolete. Perhaps olives or whales instead?

Hmm. I forgot about that. How about this ...

Murder Holes (Req Engineering)

Req Building: Castle Gatehouse

Obsolete: Explosives

Special Abilities
  • +5% Defense with Stone (Boulders)
  • +5% Defense with Lead (Molten Lead)
  • +5% Defense with Oil OR Olives OR Whale (Boiling Oil)

------------

@GeneralStaff

I was thinking about your "Frontier Outpost" vs your Banditry Civic enabled "Outpost". Rather than having Banditry have an outpost why don't you have them have a "Bandit's Hideout" instead? I don't think we have anything like that yet in AND or ROM.
 
Murder Holes (Req Engineering)

Req Building: Castle Gatehouse

Obsolete: Explosives

Special Abilities
  • +5% Defense with Stone (Boulders)
  • +5% Defense with Lead (Molten Lead)
  • +5% Defense with Oil OR Olives OR Whale (Boiling Oil)

You can't make it an or. Just better off adding 5% defense for all 3.

@GeneralStaff

I was thinking about your "Frontier Outpost" vs your Banditry Civic enabled "Outpost". Rather than having Banditry have an outpost why don't you have them have a "Bandit's Hideout" instead? I don't think we have anything like that yet in AND or ROM.

Hey, I thought I made the Banditry Civic! :lol:

Bandit's Hideout sounds cool. What should it do though?
 
You can't make it an or. Just better off adding 5% defense for all 3.

Or like 2% for each. ;) to total to 6%

Hey, I thought I made the Banditry Civic! :lol:

Bandit's Hideout sounds cool. What should it do though?

Oops! I forget you made the military civic buildings. Hmm I don't know maybe ...

Bandit's Hideout(Req None)
Espionage: +5

Req Civic: Banditry

Special Abilities
  • Gives Free "Looter" Promotion
  • +10% Revolution Risk

I am unsure it it should give or take away Espionage. But i really think it should give a free looter promotion to any unit made in the city.

Note that this would be the building put in place instead of the Outpost. So the outpost could be taken out.
 
Or like 2% for each. ;) to total to 6%



Oops! I forget you made the military civic buildings. Hmm I don't know maybe ...

Bandit's Hideout(Req None)
Espionage: +5

Req Civic: Banditry

Special Abilities
  • Gives Free "Looter" Promotion
  • +10% Revolution Risk

I am unsure it it should give or take away Espionage. But i really think it should give a free looter promotion to any unit made in the city.

Note that this would be the building put in place instead of the Outpost. So the outpost could be taken out.

Okay, I just need a button then. Could I get you to make me one more? ;)
 
OK, a few things to comment on.
1. Murder Holes
I am leaving this completely for Afforess. I think I can simplify it for him.
-Murder Holes
Req: Castle Gatehouse, Invention, Lead or Stone
+15% Defense
+5% Maintenance
Obsolete: Military Science

2. Banditry Building
I like what Hydro proposed.
I will upload a pic which can be made into a button; I will leave the editing for Afforess.

3. Traps
A very preliminary design. As City Improvements, they are difficult to design. It is likely that the Maintenance, Health, and Happiness penalties will either cause the AI to not build them or complete mess up their cities.
-Pit Traps
Tech: Mining
-2 Health
+10% Defense
+10% Maintenance
Upgrades: Mechanical Traps, Land Mines, Booby Traps, Robotic Traps
Obsolete: Military Science
-Mechanical Traps
Tech: Manchinery
Req: Iron or Steel
-2 Health
+10% Defense
+15% Maintenance
+2% Food with Deer
+2% Food with Fur
Upgrades: Land Mines, Booby Traps, Robotic Traps
Obsolete: Biology
-Land Mines
Tech: Explosives
Req: Sulphur
+100% Production with Ammunition
-4 Health
-2 Happiness
+25% Defense
+15% Maintenance
Upgrades: Booby Traps, Robotic Traps
Obsolete: Globalization
-Booby Traps
Tech: Guerrilla Warfare
+100% Production with Ammunitioon
-5 Health
-3 Happiness
+30% Defense
+10% Spy Defense
+10% Maintenance
Upgrades: Robotic Traps
Obsolete: Human-Machine Interface
-Robotic Traps
Tech: Military Robotics
Req: Nanobots
-3 Health
-3 Happiness
+30% Defense
+15% Spy Defense
+15% Maintenance
 

Attachments

  • MountainBandit.bmp
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Pit Traps
Tech: Mining
-2 Health
+10% Defense
+10% Maintenance
Upgrades: Mechanical Traps, Land Mines, Booby Traps, Robotic Traps
Obsolete: Military Science

Mechanical Traps
Tech: Manchinery
Req: Iron or Steel
-2 Health
+10% Defense
+15% Maintenance
+2% Food with Deer
+2% Food with Fur
Upgrades: Land Mines, Booby Traps, Robotic Traps
Obsolete: Biology

Land Mines
Tech: Explosives
Req: Sulphur
+100% Production with Ammunition
-4 Health
-2 Happiness
+25% Defense
+15% Maintenance
Upgrades: Booby Traps, Robotic Traps
Obsolete: Globalization

Booby Traps
Tech: Guerrilla Warfare
+100% Production with Ammunitioon
-5 Health
-3 Happiness
+30% Defense
+10% Spy Defense
+10% Maintenance
Upgrades: Robotic Traps
Obsolete: Human-Machine Interface

Robotic Traps
Tech: Military Robotics
Req: Nanobots
-3 Health
-3 Happiness
+30% Defense
+15% Spy Defense
+15% Maintenance

Those look good. :D I like them.

I also like your icon. :D
 
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