Naval Mines and Landmines
Posted: Sat May 09, 2015 1:54 pm
Hey Folks,
i am new to freeciv and this forum, but i modded years ago for civ2 so i am not a complete noob
For my personal modpack i want to have units such as claymores or drifting mines. I figured out how to change units in freeciv but i have some questions to the experts here.
My suggestion is WIP, so don't be too harsh (The hitpoints are too much, i know...)
Naval Gfx by Pesloco and me
To get it work good, the flags are the key i think...
Let me explain my thinkings beyond the choosen flags:
Partial_Invis : like Submarines, they should be like invisible.
No_land_Attack: The Naval Mine can only attack naval units.
Undisbandable: It's a technical unit- it can last for over 70 years in the sea.
Trirerme: It makes no sense to deploy them in the middle of the atlantic (ok... we could discuss that)
Helicopter: My try to get it weak against Air Units- not really genious i think... Is there sth. better?
Unbribable: It's a technical unit...
Questions:
I don't like it when my mine is defending against air units. Air units should be able to destroy the mines completely without getting harmed. How can i do this?
In my concept it's a unit which can only defend. Should it be switched to only-attack?
What would you think about the paratrooper skill? It would sim. that it can be thrown out of the sky...
I am not really experienced in the values of the units. Should it be as hard as cruise missiles, or different?
Especially the helicopter skill is not really good- is there sth. better?
Has anyone any suggestions?
Thanks for reading and it would be kind to write back
Fulger
i am new to freeciv and this forum, but i modded years ago for civ2 so i am not a complete noob
For my personal modpack i want to have units such as claymores or drifting mines. I figured out how to change units in freeciv but i have some questions to the experts here.
My suggestion is WIP, so don't be too harsh (The hitpoints are too much, i know...)
Naval Gfx by Pesloco and me
Code: Select all
[unit_navalmine]
name = _("Naval Mine")
class = "Sea"
tech_req = "Steel"
obsolete_by = "None"
graphic = "u.navalmine"
graphic_alt = "-"
sound_move = "m_submarine"
sound_move_alt = "m_generic"
sound_fight = "f_submarine"
sound_fight_alt = "f_generic"
build_cost = 60
pop_cost = 0
attack = 0
defense = 12
hitpoints = 30
firepower = 2
move_rate = 1
vision_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 0
uk_gold = 0
cargo = 0
flags = "Partial_Invis", "No_Land_Attack", "Undisbandable", "Trireme", "Helicopter", "Unbribable"
roles = "DefendGood"
helptext = _("\
Mines can only be deployed close to land \
They can close passages on the sea or\
defend towns at the coast.\
")
Let me explain my thinkings beyond the choosen flags:
Partial_Invis : like Submarines, they should be like invisible.
No_land_Attack: The Naval Mine can only attack naval units.
Undisbandable: It's a technical unit- it can last for over 70 years in the sea.
Trirerme: It makes no sense to deploy them in the middle of the atlantic (ok... we could discuss that)
Helicopter: My try to get it weak against Air Units- not really genious i think... Is there sth. better?
Unbribable: It's a technical unit...
Questions:
I don't like it when my mine is defending against air units. Air units should be able to destroy the mines completely without getting harmed. How can i do this?
In my concept it's a unit which can only defend. Should it be switched to only-attack?
What would you think about the paratrooper skill? It would sim. that it can be thrown out of the sky...
I am not really experienced in the values of the units. Should it be as hard as cruise missiles, or different?
Especially the helicopter skill is not really good- is there sth. better?
Has anyone any suggestions?
Thanks for reading and it would be kind to write back
Fulger