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And, why they are only 1 type for both infantry and machinery?
for 2 turns.
Ideally mines would cause about 10-30 damage and each player can lay unlimted amount but each mine would cost 1gpt.
It in its current stage might as well be a thermonuclear super mine.
You are the moron here for not make a backup save you imbecile, no one but yourself to blame.
I lost an entire Mechanized Infantry in one blast, so the mines are very powerful.
I would like to suggest that you lower the turns to plant a landmine by 1 or 2. It seems like quite a while to tie up a unit for 6 turns for something you use once.
Also, are you aware that you can see where the landmines are planted by going into the strategic view screen? Can this be fixed?
I do agree, however, that having unlimited mines would make the game annoying as hell, so how about ten?
And will also cause global unhappiness over all civilations for those 10 turns.
unworked and unowned tiles will keep a tagged flag, until they are worked for 10 turns
But do affect any civilations.
just suggestions, but I think it needed a balance, and can give scouts a purpose in the late game
Also, water mines to impede ships and guard port cities could be good as well
As of now, current mod has overpowered landmines. Insta-kill plus AoE damage would equal their destructive power to atomic bombs (in the game), which is ludicrous. Make them rip off the same amount of HP an infantry would in a single attack, with 30% bonus to tanks. No AoE. Also, completely agree mines should damage either player. This would make it stupid to surround yourself with them. Also, once placed they cannot be removed, only triggered. With these terms, it seems reasonable to be able to place 10 mines or even unrestricted placing (think multiple fronts of battle).
By making a minefield a "unit" with a zero movement... it also makes it fairly easy to remove the minefield at anytime... just select and delete the unit (yes, I know.... cleaning a minefield is an arduous process - but this is a game).
I can't think of how to get past the stack restriction for units (my suggestion works great for a CIV IV game) OR allow for two tile improvements in one space (I suppose a minefiled could be a Terrain type as opposed to a tile improvement...?) This comes down to someone with time to sort out the coding. Good luck.
c) Enemy Units entering the space with a minefield unit would be forced to end their movement. They would take their damage and as long as they left the space next turn, they would carry on as normal (except for the wound they took & no healing while in a minefield), otherwise, to remain in the space would result in another "attack" by the minefield.
d) the "Minefield Warning Flag" tile improvement would also be something that the mine-layer unit creates (they would create that tile improvement in one turn BEFORE laying the mines and "turning into" the minefield). That would allow you to have both the minefiled and a warning sign in the same tile. It would also allow your Sapper-type unit to post many signs prior to becoming a single minefield... the art of deception in war ;)
Is there anyone out there that thinks they can produce a working minefiled based on what I proposed?
HOW WOULD I TACKLE MAKING THIS WORK?
Since you can not have two improvements on one tile (mines + minefield warning sign), I would look at trying the following...
a) make minefileds start as a unit (Sapper-type) that can move. Once in the desired location, the unit is consumed laying the mines,... it then remains a unit with a movement of zero (0) and the new combat characteristics of the minefield (invisible to other units, movement of zero, and a suitable combat rating). Kind of like doing a unit upgrade (keeps it easy to do it this way).
b) this approach keeps the mines as a unit... that creates stacking problems & would also alert any enemy that there is a minefield in place (since units would be prohibited from entering the space due to stacking prohibitions in CIV V). So, you would have to allow for some way to eliminate the stacking restriction and let two units occupy the space at same time. This is the hardest part of the plan
end Part 3
4) Invisibility of mines:
Mines should be invisible to all other players (even allies). However, a minefield, once in place hampers not only enemy, but also inhibits allies and YOU from going through it. You as the owner, can see that it is there BUT it should attack YOU just as much as anyone else and they cause mobility problems for the country that lays them.
5) Make use of flags:
Since minefields need to remain invisible, BUT sometimes you WANT an enemy to know that you have a minefield in place (OR you want to fake that you have a minefield in place), why not add a tile improvement "Minefield Warning Sign". Then you can add trickery to the game...
6) Maintenance:
Unlimited minefields is reasonable - this is the cheapest and most effective weapon that countries produce. Maintenance is not required. Heck, there are still mines we find today from WWII that are still working... and no one maintained them!
end part 2
1) Mines should not Kill, only Wound:
There is NO way that the mine should kill a unit encountering it. It should simply be an injury - a one time "attack", if you will.
2) AOE for a minefield?
The minefield should only damage the unit that enters there - no AOE.
3) Treat minefield like any other unit that takes damage:
Mines should have a normal combat engagement like other units. Minefield gets damaged after combat, simulating it has used up some of its resources (mines) and is no longer as effective. It can "heal" like normal units do, if you wish, to simulate the eventual restocking of the minefield.
end Part 1