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I want a tile that you can create, that would take up all movement points, and have a negative bonus on defense. Like the effects of a minefield would have in real life.
Questions...
1. Is it possible to have a negative defense modifier?
2. Is this only possible as an actual terrain type, or as a terrain improvement... or both?
3. Would the AI take in account the negative defense modifier, and try to avoid them?
4. If it is possible, how easy would it be to create a tile graphic for it?
Thanks.
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Cruddy
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I don't think it's been done as a tile or improvement to a tile - I could well be wrong on this.
But it's certainly been done as a unit. So have naval mines. Low attack (1) high defense (10) and low movement (1) means the AI can build them too.
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Ozymandias
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The "typical" approach to this has been to make a mine unit, air-droppable, movement zero, set to invisible.
-Oz
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The issues I have with that (air dropped mine units) are... the AI might know innately where they are, and avoid them. Also, they would be one use only. Thanks for the suggestions though. =)
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Hahahaha! That's awesome. I want to try that now just to see that.
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If it just did HP damage however, it would just be basically... immobile artillery that can't attack. I'd much rather see it as a tile that would decrease defense numbers, and/or stop movement. If this could be done, then you could have massive defense lines on the borders of countries. I believe it would also help the AI, because it would have more time to react to invasions.
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Cruddy
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That's not what real minefields do though; they slow down an advance. They don't stop it. Have you tried modding your game with the units I mentioned? The naval one looks naff, but some of the land ones are quite cool.
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The only thing I don't like about the 'artillery' effect, is that you could just run right through the minefields, with hardly any penalty (except a HP or two). In real life, you can't just run through a minefield, you have to be extra careful and take your time. Maybe a way to impliment both of our ideas? If you try to run right through it, you'd get hurt (like if you ran through a real mine field), but if you waited a turn, you could continue without taking damage (as if you took your time).
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