Nuh Uh said:
That depends upon what you call playable. If you can't simulate the battle environment, call it whatever you like, but I wouldn't call it playable nor would I ascribe it to history. Otherwise, its all pretense and no substance.
How about those RISK style WWII games which have different areas or provinces to hold. They don't have any fancy attack models (not that I know of) but they are known to be ultra-realistic, often even too hard to play.
All military units have either Antihealth 1, except for tanks which have antihealth 2 (light & medium + also jet aircraft) or 3 (heavy & very heavy). Antihealth 1 reduces the healing speed of all units on the square by 10%, and all on the adjecent squares 5%. Antihealth 2 doubles those numbers, antihealth 3 triples them (-30% & -15%). I don't know yet if units start to actually lose health, probably not.
So if a stack has 5 infantry, 2 arty & 1 very heavy tank, the units won't heal at all. This represents the hardness of logistics & supply (& the breakdowns for the more advanced vehicles)
The Troop Supplies improvement makes the healing speed of all units on that square jump by 100%, but as the units still decrease it, the more units you have on the same square, the harder it's to heal. And again, haveing enough units will stop it alltogether.
So there's yet another reason to not attack in stacks.
NP300 said:
Then you may be able to add another SeeInvisible line.
I haven't tried this but it ocurred to me after snooping in the basicinfos file, as I was trying to mod in a nuclear sub unit. Have you tried this?
Can't be done, the more than one SeeVisible that is: In the CIV4UnitSchemas.xml, there's a
<ElementType name="SeeInvisible" content="textOnly"/>
line. I don't know if the schema is editable though, hopefully. I'll try it soon(ish). I'll try to change it into
<ElementType name="SeeInvisibles" content="eltOnly">
<element type="SeeInvisible" minOccurs="0" maxOccurs="*"/>
</ElementType>
which hopefully would resolve that.
3 People said:
Yes, I intend to make winter change the terrains. BUT, I believe that it will be difficult. I'll probably change all of the terrain from the northern area into snow, and give the Soviets, Finnish, Swedish & Norway-Denmark the ability to get a free "Winter Combat" promotion (which the others can get through combat experience though) for all of their units. The promotion will give a +20% bonus in snow & tundra.
I will need help coding that, like all of the python stuff, as I have no knowledge of it. For example, I need a code that will give the conqueror of a city immediately 1000 culture (ie remain culture on capture) but hopefully only after the initial resistance has ended (1-10 turns).