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Say you're designing a Civ game. How do you make the combat system?

luddite Wrote:yeah I know. But it should be possible to turn off a lot of the extra things, and just use it to see how combat might work with much larger army sizes.

You can't turn off a tech tree. That is the main feature of Rise of Mankind: it has a much more elaborate tech tree with a bunch more of everything.
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Maybe we could find out how they implemented the multi-unit production and larger cities, and just copy that part of the mod into a stand-alone mod.
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SevenSpirits Wrote:I'm sure some people have thought about this quite a bit. What is important for a good Civ combat system?

1. To be scalable with "historical" evolution;
2. To have an acceptable degree of "realism";
3. Still ... to be relative "easy to play" ...

What about a system which incorporate a "separate tactical combat" like in Heroes of Might and Magic - but only for battles between two "armies"/SoD ?
For single units/group composed of same type of units battles there will be an automate resolution for a battle ( to not delay the game for each skirmish or initial battles ) and only for "group of combined arms" the battle will scale to tactical lavel.

I reflected to this alternative - the main drawbacks will be in multiplayer where this combat system will basically "hijack" the game for several "tactical-turns" just between players which are involved in such a combat ... frown

If this alternative was already discussed ... excuse me for this ( late ) intervention.
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Sullla Wrote:Thread necro! [Image: biggrin.gif] If were designing a Civilization-style game, here's how I would do it: http://www.garath.net/Sullla/designingciv.html

Urraaaa !!

My ideea exposed in previous reply wasn't a total stupid one as long as somebody dedicate a thread/web-page to details something quite similar !! smoke

On other hand I have few questions for modders :

1. It's possible to implement somehow a "collateral damage" for several units ( archers/longbowmans for eg. ) when defending instead of when attacking ?
This could be a good way to counter an attacking SOD ...

2. It is possible to implement something like "attrition rate in enemy teritories" ( let's say decrease ~5% of health/move but limitted to 40-50% ) ? huh

Quote:Civ could steal this concept, that armies are only formed and led by a general unit which would be moderately expensive in hammers.

Or - probably more appropriate for a historical Civ-game - let's be possible to combine individual units into armies just in capital ( due to presence of Palace ) or in cities where a Military Academy is present. smile
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Ioan76 Wrote:Urraa
1. It's possible to implement somehow a "collateral damage" for several units ( archers/longbowmans for eg. ) when defending instead of when attacking ?
This could be a good way to counter an attacking SOD ...

This already happens in ffh2 in the case of pyre zombies and azers. They explode when you kill them causing collateral damage to the attacking stack.
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