Ket said:After further testing, Invisible Mines just do not work. My concept was to have a unit that if you moved into its square it would blow up, but invisible units are not engaged by the attacker. So you can just run right past them, and having mines chase ships around did not sound like a good idea.
wotan321 said:I don't know if you talked about this before, but I see in the civinfos.xml file a number of the UUs are commented out. Will it hurt anything if we take the comments out and allow civs to have a slew of UUs?
Ket said:DCM (Dales Combat Mod) was slated to go in this version (.6), but I am having second thoughts let me explain
DCM is 4 mods to the existing system:
Missiles
Stacked Combat
MAD
Ranged Bombardment
GRM7584 said:Missiles I like, but they should only go in if the AI uses them to *some* degree.
Stacked Combat I don't like, as it has too many little peculiarities about it. Maybe if it was refined a bit more, but even then, its a pretty dramatic departure from the regular combat system, which potentially unbalances the game (while making it more difficult to figure out which unit is doing the unbalancing).
MAD seems almost necessary, but I think TheLopez' mod is more suited to that. One of the two systems should definitely go in.
And Ranged Bombardment is interesting but I think the existing system (withdrawal chance + collateral damage) makes a lot more sense, at the very least for ALL siege/bombard units up until modern era.
GRM7584 said:I also thought I read somewhere that immobile units were impossible to implement, and that seems pretty important for mines...
Iluwen said:Are you planning on working Eusubius' religion mod into this? (Which I thought was the eventual, but never implemented goal of the Flavorful mod, yes?) That would be a key selling point for me, personally.