Sid Meier's Civilization V

Sid Meier's Civilization V

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Iska's Command and Conquer
   
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1.074 MB
2023 年 9 月 10 日 上午 9:34
2023 年 9 月 13 日 上午 11:00
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Iska's Command and Conquer

描述
Adds the ability to stack Units (simple tweak to base game, currently 10, but open mod files to change it to whatever you feel balanced), adds UI to see the Unit stacks (Thanks Gedemon, code was tweaked so ui stacks are vertical, not horizontal), and also pretty much why I made this mod since S-Man's SoD This Mod is a thing

a) allows you to move Units as a whole stack, without having to move each unit in a stack individually. (They do this automatically, to make them NOT move as part of a stack, either Fortify them have or have them Wait with the spacebar.)

b) fixes the issue where Cities only got a combat bonus from the first Unit garrisoned but not any combat bonus no matter how many stacked Units in the City. Now each garrisoned Unit gives a boost to City strength. AI would throw away Units by having stacks defend Cities which kinda ruined stacks for me.

This gives the AI a huge boost to military capability, particularly their ability to capture Cities, as you'll see if you play the game. kinda sympathize with the devs, one Unit per Tile was just never gonna be easy to code for classical AI, altho Vox admittedly put them to shame.

Wasn't sure if I'd include this in Il Principe or keep it separate, but like Expansion and Settlement it's a pretty radical departure from BNW and may not be to everyone's taste, so I think I'll keep it separate. Perhaps like RaF I'll take the simpler implementation out of EA next update so it's a companion mod for that too.
7 条留言
minniefinnie 7 月 12 日 上午 2:22 
this has no tiberium or c&c units despite being named command and conquer Scam
cjprince 3 月 12 日 上午 10:17 
I wish that stack on stack combat promoted unit variety in stacks and not carefully moving individual units so that the bottom unit is the tankiest

Just make it so that stacks all die gradually rather than individual units at the bottom of stacks dying instantly. The current mechanics make it so you have to take care to put fodder units at the bottom of stacks, very gamey.

Please make some way to lock stacks so that I can smoothly move separate stacks/individual units past each other. Im tired of accidentally merge-moving my cavalry and infantry armies and wasting a vitally important wartime turn sorting them out again, or as chernobyl said, having fresh forces bound for the frontline inadvertently press-gang units I wanted to heal up

I play civ for the empire building not combat- i love that this mod makes war depend on production, not strategy lol. It makes fighting the AI actually scary especially on higher difficulties
chernobyl 2024 年 8 月 22 日 下午 9:09 
I don't like that units moving between cities on a road will pick up random other units on the road that may be there for a reason.
Xbro10 2023 年 10 月 9 日 上午 9:22 
Could you make this compatible with Vox Populi?
Iska and Ismet  [作者] 2023 年 9 月 12 日 下午 3:34 
(v2): Civilians will no longer pick up/be picked up by stacks. Likewise for Units in separate movement domains; a Trireme won't automove an embarked land unit anymore.
Iska and Ismet  [作者] 2023 年 9 月 11 日 上午 3:56 
There is no all attack button or command, just automatic all move, so attacks are chosen per Unit. As for defence, precedence is given by arriving on the plot, so the bottom unit/the first one that got to the plot, will always be attacked first until dead, then the second that got to the plot, etc.
kensw 2023 年 9 月 10 日 下午 12:45 
On attack does the strongest always attack first ? proceed in order of strongest ?

On defense always best defender first ? :CapitalDome: