Want more usable forts

Taa

Warlord
Joined
Jan 1, 2009
Messages
229
Hi

Does anyone have mod/tweak/addon for ROM that makes forts better?

I think it is really sad that forts don’t have more use than to make canals for my boats.

Here is a list of things that could make forts better:
- Connecting resources outside my cultural border to my cities.
- Control more tiles than just one so I can put them on strategic places and limit my
enemies moves.
- Extend my cultural borders so I don’t need to build cities where they
have no use.
- Automatically fire at enemy units that is in the tiles around the fort.
- Give forts some benefit so I have a reason to put my soldiers there, today its better
to put the soldiers in the wood than in a fort.
etc etc etc

So, does anyone have a modmod/mod/addon to ROM that make forts better?
I have seen some mods that make forts better, but this mods was not made for ROM.

Tore
 
Hi

Does anyone have mod/tweak/addon for ROM that makes forts better?

I think it is really sad that forts don’t have more use than to make canals for my boats.

Here is a list of things that could make forts better:
- Connecting resources outside my cultural border to my cities.
- Control more tiles than just one so I can put them on strategic places and limit my
enemies moves.
- Extend my cultural borders so I don’t need to build cities where they
have no use.
- Automatically fire at enemy units that is in the tiles around the fort.
- Give forts some benefit so I have a reason to put my soldiers there, today its better
to put the soldiers in the wood than in a fort.

etc etc etc

So, does anyone have a modmod/mod/addon to ROM that make forts better?
I have seen some mods that make forts better, but this mods was not made for ROM.

Tore

majorly up bombard damage?
 
Hi

Does anyone have mod/tweak/addon for ROM that makes forts better?

I think it is really sad that forts don’t have more use than to make canals for my boats.

Here is a list of things that could make forts better:
- Connecting resources outside my cultural border to my cities.
- Control more tiles than just one so I can put them on strategic places and limit my
enemies moves.
- Extend my cultural borders so I don’t need to build cities where they
have no use.
- Automatically fire at enemy units that is in the tiles around the fort.
- Give forts some benefit so I have a reason to put my soldiers there, today its better
to put the soldiers in the wood than in a fort.
etc etc etc

So, does anyone have a modmod/mod/addon to ROM that make forts better?
I have seen some mods that make forts better, but this mods was not made for ROM.

Tore


Here ya go, make sure you go thru ALL of the post, including post # 21.

http://forums.civfanatics.com/showthread.php?t=273244
 
Here ya go, make sure you go thru ALL of the post, including post # 21.

http://forums.civfanatics.com/showthread.php?t=273244

Thanks for that link. I also found this mods for cultural influence outside cities.

http://forums.civfanatics.com/showthread.php?t=243427
http://forums.civfanatics.com/showthread.php?p=7048905

But I think this mods are outdated. Anyway, if I could get the forts to have cultural borders and make them shot at passing enemy troops, then forts would be much more intersting to use and the game would be much better.

Have anyone tested any of this mods with ROM?
 
I like those ideas a lot. I'm a builder and proud of it, I want DEFENSE! lol
 
I like those ideas a lot. I'm a builder and proud of it, I want DEFENSE! lol

me too!

we could have a spell that creates a fort commander in the fort, the commander would represent the garrison and would get better through the eras, would have 0 movement but MAJOR bombard, also the fort could upgrade and get better over time and the commander could get promotions which represent better garrisons, so it could get the "Sniper" promotion and it would increase the range and remove a damage cap
 
we could have a spell that creates a fort commander in the fort, the commander would represent the garrison and would get better through the eras, would have 0 movement but MAJOR bombard, also the fort could upgrade and get better over time and the commander could get promotions which represent better garrisons, so it could get the "Sniper" promotion and it would increase the range and remove a damage cap

Jeckel's mod "JFortZoC: Forts Extending Borders" that I linked to earlier actually do some of what you want, but that mod is not to my knowledge made compatible with ROM. Anyway, this could be a good starting point.

Beyond the Sword v3.02
When a fort is built, it automaticly spawns a Commander unit. This Commander unit will allow you to
access the various abilities of the fort.

Through the Commander unit the fort can launch a ranged bombardment attack with a one tile range.

The fort adds culture to the plot it is on and plots that it controls.
The fort plot gets the Commander's level multiplied by 2 each turn.
Controled plots get the Commander's level in culture each turn.

But what I want most is the ability to connect resources outside my cities culture borders to my city, and to make it possible for forts have a cultural area that occupy the tiles around the fort. I hate to build cities everywhere just to get some resources or to occupy some land.
 
@civ_king

I don't think "spells" are in line with the ROM style of doing things, but having a greater line of sight, perhaps upgraded forts with more defense or some sort of built in fort defense when at war would be awesome.

@Taa

I like the idea of being able to connect resources with forts (like Civ 3) would be great, also a little bit of culture for holding or extending the borders.
 
Thanks for that link. I also found this mods for cultural influence outside cities.

http://forums.civfanatics.com/showthread.php?t=243427
http://forums.civfanatics.com/showthread.php?p=7048905

But I think this mods are outdated. Anyway, if I could get the forts to have cultural borders and make them shot at passing enemy troops, then forts would be much more intersting to use and the game would be much better.

Have anyone tested any of this mods with ROM?


Yeah, but these have SDK/dll changes, thats too much to do, it better to stick with python based stuff, may run a bit slower but at least everyone could use it then.
 
My Improvements overhaul incorporates fort bonuses into the bonuses like farms, mines, fishing boats. The go through an upgrading process. Ranch->Fortified ranch->Fortified ranch cottage etc.. it also make improvement building much more simply there ie being there is only three improvements.. (Mine, farm, Sea harvesting) as for the auto attack that is what sentry your soldiers are for.
 
My Improvements overhaul incorporates fort bonuses into the bonuses like farms, mines, fishing boats. The go through an upgrading process. Ranch->Fortified ranch->Fortified ranch cottage etc.. it also make improvement building much more simply there ie being there is only three improvements.. (Mine, farm, Sea harvesting) as for the auto attack that is what sentry your soldiers are for.

you are amazing :goodjob::clap::worship:
 
Yeah, but these have SDK/dll changes, thats too much to do, it better to stick with python based stuff, may run a bit slower but at least everyone could use it then.

Ok...thanks for the information, I did not knew that.

I have been searching for some time for mods that give forts culture border and make it possible to connect resources to cities, but I cant find anything that work with ROM. Is it very hard to make such a mod?
 
@civ_king

I don't think "spells" are in line with the ROM style of doing things, but having a greater line of sight, perhaps upgraded forts with more defense or some sort of built in fort defense when at war would be awesome.


@Taa

I like the idea of being able to connect resources with forts (like Civ 3) would be great, also a little bit of culture for holding or extending the borders.

I um play FfH2-Orbis and they basically do everything the way the OP wanted it, but they have a 'spell' called "claim fort"
 
how do you think the AI will use these concepts? I've seen forts, my auto workers also build them but never have I had any major difficulty with AI units stacked there to prevent my passage.
 
so the big question is:

what mod will zaparra modmod into RoM that incorporates a better usage of forts?

i for one suggest rather than a modmod that adds yet more complexity that instead an unoccupied fort should be given a Sentry Ability. meaning any units that come within a 3 (+/-) square range are noticed as if a unit on sentry has been awoken similarly. tweak this accordingly, maybe only two squares if on plains, and three or more if a fort is on hills. also to limit forts, cause i look up and the computer has put forts all over the place, maybe add a maintenance cost for each fort? in historical reality forts were abandoned for their maintenance hassles...

simple.

also forts should not allow a naval vessel to harbor inside them. that just has no historical or reality reference to it. to get a tall ship into a harbor would require all sorts of complexities having nothing to do with forts...

also read this wiki on the subject and think of the evolution of forts themselves: http://en.wikipedia.org/wiki/Fortification

finally imagine the ultimate Fort Wonder -- The Maginot Line. work it... at http://en.wikipedia.org/wiki/Maginot_Line
 
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