Sid Meier's Civilization V

Sid Meier's Civilization V

Better City Defenses
65 条留言
TofuSojo  [作者] 2023 年 2 月 27 日 下午 7:04 
@Red Sure, sounds great. Glad that people still use this :).
n_core 2022 年 12 月 4 日 下午 11:04 
Hello, are you still around? Can I adapt your mod to be compatible with other big Civ V mod such as Vox Populi? I overhauled this mod, so it can adapt well with the VP gameplay.
By doing this means that I have to upload this mod outside of Steam, specifically CivFanatics. I'm still going to credit you, don't worry about that.
TofuSojo  [作者] 2018 年 6 月 14 日 下午 2:11 
@Raw I think that was from when I was trying to make a building that had a chance to shoot down nukes. I needed to be able to make lots of nukes quickly when testing it :).
TofuSojo  [作者] 2018 年 6 月 14 日 下午 2:10 
@ShUhFP The additional defensive buildings are raising city damage by making them stronger. No scripting involved.
Cringe Isekai Enjoyer 2018 年 6 月 1 日 上午 4:54 
Btw, I was looking around your files... what does that Nuclear bomb with no cost is doing there? Is it active somehow? I guess I didn't notice it in-game yet.
ShUhFP 2017 年 9 月 25 日 下午 7:43 
I must ask if you somehow increased the City Damage? If so, I'd honestly love to know what scripting that took! I've been creating a custom civilization and wanted their special trait to be an increase in city defensive damage.
SILENCER 7 2017 年 7 月 14 日 下午 3:29 
Could you potentially create a missile defense mod that allows the creation of a building or unit that signifigantly decreases the chances of weapons like nukes dealing any damage at all? Like the SDI feature in civ 4?
Cringe Isekai Enjoyer 2016 年 12 月 9 日 下午 10:27 
I loved it! Even if in fact goes straight to the other direction I believe should be (no city dmg at all XD) Untill I don't find a mod witch totally inhibits city dmg (while balancing zone of control to ranged and melle units so that military becomes something more important and more efective for defense), untill then I guess I am using this mod.
Monkey Spunk 2016 年 5 月 12 日 下午 5:20 
Too bad. Anyway, I still like and use your mod as is.
TofuSojo  [作者] 2016 年 5 月 8 日 下午 5:36 
@Wetballs Ty for interest. Sadly, from my research BNW broke the possibility of such a feature without a dll mod, which I've never done. I left the code snippets I was working on in the mod in the hopes I'd one day find a workaround.
Monkey Spunk 2016 年 4 月 30 日 上午 8:08 
Hi TofuSojo. You still around? Your mod looks great, though I was wondering if you've made any progress toward sorme sort of missile defense system (like SDI). Thought I read some earlier comments that you were looking into something like that. I noticed that bit of LUA code for a "Missile Defense Building" and got hopefull. Is that a WIP or is there eanything to that?
TofuSojo  [作者] 2016 年 3 月 20 日 下午 6:22 
@Themistocles See the Compatibility section.
Mr. Jupiter 2016 年 3 月 20 日 上午 11:25 
is it compatible with BNW

TofuSojo  [作者] 2016 年 3 月 17 日 下午 1:38 
Version 5 is out! Mainly new building and updated art and text. See Change Notes up top for details. Remember not to update the mod if you are still working on a saved game!
TofuSojo  [作者] 2016 年 2 月 26 日 上午 11:12 
Version 4 is out! See Change Notes up top for details. Remember not to update the mod if you are still working on a saved game!
TofuSojo  [作者] 2016 年 2 月 12 日 上午 7:37 
@Murderologist Never heard of that happening before and I've played dozens of games with this mod. I think you've had another mod conflict.
Murderologist 2016 年 2 月 12 日 上午 7:21 
Does this mod still make it so that defensive satelites make the city disappear?
TofuSojo  [作者] 2016 年 2 月 7 日 上午 7:08 
Version 3 is out! Just some bug fixes: Arsenal and Military Base now give correct defense bonus and Defense Satellites now actually requires a Military Base first. Remember, don't update the mod if you are still working on a saved game!
Bluetail 2015 年 12 月 7 日 下午 7:56 
I hate the fact that you have to pay Maint on them... but i like the mod anyways. Excuse me while i goto the mods cfgs. xd
WolfCrossing 2015 年 8 月 23 日 上午 7:52 
Getting an issue where purchasing the satellite defenses with gold makes the city disappear. A save and load work, but only for the capital and a city within view of it when the game loads. The city still registers as being there, but visually they disappear.
Khorne Flakes 2015 年 7 月 26 日 下午 12:22 
B-Better city D-D-Defenses? Oh god... I think I am just bad at Civ 5's Siege system... xD
NoseFaceButt 2015 年 6 月 13 日 下午 3:37 
All of your mods are amazing!
TofuSojo  [作者] 2015 年 5 月 15 日 上午 10:52 
Version 2 is out! Several fixes plus new National Wonder for the satellites. See Changes Notes up top for details.
TexStarshine 2015 年 3 月 24 日 上午 10:05 
@Captain47 satelite defenses with smaller munitions could protect cities by blowing up approaching enemies. (increased ranged damage?)
Aaelar 2015 年 1 月 19 日 下午 3:50 
I don't understand how defense satellites can increase a city's defense. I mean sure, they can annihilate any attacking force, but how will they make the city walls more structurally sound?
Malpherian 2015 年 1 月 18 日 下午 4:15 
This mod will not download once subscribed.
spazzrights 2014 年 12 月 30 日 上午 7:34 
Would it make more sence if palisades required mining? After all, you have to chop down the wood.
TofuSojo  [作者] 2014 年 11 月 4 日 下午 2:54 
@DestrockQc I've never heard of such a strategy. All defensive buildings are meant to be built before you go to war or purchased at the last minute if you have to. The increased ranged damage and city hit points from the Palisades, like any defensive building is preserved later on, so it simply existing makes cities stronger for the rest of the game, which I wanted.
TofuSojo  [作者] 2014 年 10 月 27 日 下午 11:20 
@daniel If you check the Change Notes you'll see I've never updated this one. So this mod can't be the cause, unless you turned off the exp it needs, but either should be enough for it.
daniel1318 2014 年 10 月 27 日 下午 6:14 
what i am sayign is i have BNW and not G&K i downloaded it two days ago it worked fine now it doesn't work and says it doesn't have the required dependincies
TofuSojo  [作者] 2014 年 10 月 25 日 下午 9:08 
@daniel1318 Actually it does say it requires the G&K exp, which is because my mod using an xml tag for these buildings that didn't exist in Vanilla, but BNW probably inherited those tags, so if it works for you when you don't have G&K then that's good news. It means it is only incompatible with Vanilla.
daniel1318 2014 年 10 月 25 日 下午 7:02 
And i remember havign it before as i ahd pallasades it was just a day ago acxedinitly unsubscirbed
daniel1318 2014 年 10 月 25 日 下午 7:01 
The mods says it doesn't have required dependincies but i have BNW
TofuSojo  [作者] 2014 年 10 月 25 日 下午 1:57 
@fernando Whoops, I misread that and then misspoke, lol. My Palisades indeed only add 25 HP, as I didn't want them to add too much. I considered lowering the Walls to 25 as well, but then it would be as if my Palisades weren't there, except that you'd get "half the Walls" early plus the small ranged attack boost.

You'll need to add to the <BUILDINGS> section of the xml file the following:
<Update>
<Where Type="BUILDING_WALLS"/>
<Set ExtraCityHitPoints="25"/>
</Update>

FYI, you'll need to do this again after I finally update this mod, as updates overwrite it.
fernando.porto 2014 年 10 月 25 日 上午 10:22 
@TofuSoju there must be some mistake, because your palisade is giving 25 HP (and sure enough that's the value set in the XML file), like the castle, the arsenal (or is it the armory? I get them mixed up) the military base and the defense satellites. It's only the City Walls that give 50 HP and I'd like it to be 25. Your XML file only allows me to edit the palisade and the satellites, not the city walls. What should I do? Thx
TofuSojo  [作者] 2014 年 10 月 25 日 上午 9:50 
@fernando Actually the ordinally Walls gives 50 HP, which is why I had my Palisades give the same amount. I thought about somehow using the barb camps for that purpose, but I'm not sure if it's possible. I may look into it in the future, thanks. If you want to change it, just open the xml file in Notepad and where it says ExtraCityHitPoints in the Palisades' section, change it to whatever.
fernando.porto 2014 年 10 月 25 日 上午 9:07 
@TofuSojo how can I lower the HP given to the city by the City Walls from 50 to 25, like all the other defensive buildings do? What should I edit I mean? And also, there's something you could look into: LastSword (Teddyk here in the Workshop) has a mod that allows barbarian camps to turn into cities over time. When the change happens you get the graphics of a city (all the little buidings) but it is still surrounded by that log palisade graphic typical of the barb camp. That only happens when the barb camp turned city is outside of your current visibility range but in the shadowed discovered areas of the map, but still, it may indicate that it's possible to maintain the palisades graphic around a city graphic, wich would be perfect for your palisades building. Thanks for the mod.
simpel 2014 年 10 月 17 日 下午 6:09 
i like that theres maitmence for defense stuff so you cant just overhaul 1 particuler city into being a defensive beast, and the defense satilites i also a good idea. Its nice to have more use for the satilites thatn just discovering more stuff overall this is a good mod.
TofuSojo  [作者] 2014 年 10 月 13 日 下午 2:32 
@ShadowBMe Increasing the city's bombard range is brilliant! That is a perfect way to both know that a city has this building in it (naturally it has no model, like City Walls do) and it would counter these artillery concerns, plus make them less powerful (at least when attacking a major city that can afford to build Sat. Def.).

@Eggman202 Thanks, whoops! I wrote that too quickly it seems :). I'm nitpicky myself, so as long as it's polite, I welcome it.
TofuSojo  [作者] 2014 年 10 月 13 日 下午 2:29 
@Gort The HP delaying the attack is good in that the attacked has time to bring in reinforcements, though the new version I'm working on will not buff city HP, so that won't change. And the AI can still bombard your artillery with its own planes, even if you have SAMs near by to damage the planes some. Lots of variables come into play. And yes, I do want it to be a little bit harder for the AI to capture cities in the Ancient Era, but that is just personal taste. The only way this mod makes it harder in the Information Era is that the city attacked will be able to do a little bit more bombard damage (if it can even reach anything) so I don't think that changes gameplay necessarily.

@JD2319 Already planning to do a city building plus a Wonder that gives free Sat. Def. in all your cities and for them having a chance to shoot down missiles, once I learn the coding. :)
CCMatt 2014 年 10 月 13 日 下午 2:21 
that double negative though
Crow 2014 年 10 月 13 日 下午 1:38 
Regarding Preview photo 4, Satellite Defences, Historical Info box. Quote "provide real time coverage ... increasing response time" end quote. Surely this should either be "decreasing response time" or "increasing response speed" for improving defence rating.
Just me nitpicking, sorry. Otherwise, progressive defence rating is very useful - that early defence from Palisades can be a real life saver against a king-level Hun rush. Excellent mod.
ShadowBMe - New FOV 2014 年 10 月 13 日 下午 1:37 
I think you could make the satellite defenses increase city bombardment range and/or the city bombardment damage versus fortified units. As you had mentioned, vision changes things. The satellites could potentially see weaknesses in the fortifications.
pdegan2814 2014 年 10 月 13 日 下午 1:35 
I like the premise of a military satellite upgrade, though I think I would have conceived it differently. The satellite grid itself would be a singular entity, not city-specific. Maybe a National Wonder that can be built after you've constructed X number of Military Bases(or require that every city have a Military Base, if you want it to be something really advanced). Once it's up, all of your cities that have a Military Base get the benefits. I would also minimize any direct HP boost. Maybe have them provide a bonus when defending against ranged units only. I would also have the Defense Satellites provide a bonus to a city's ranged attack, both in attack strength(to reflect the increased accuracy) and bumping out the attack radius by 1(but not more than that, or it would get ridiculous). Maybe even include some way for certain units to benefit as well, like Bombers or SAMs, units that might use a satellite uplink for targeting.
Gort 2014 年 10 月 13 日 下午 1:22 
If the AI's able to bombard my units post-artillery at all I'm doing something wrong. Reduce city to 0 HP from outside of bombard range, rush in with fast unit and cap it. HP just delays the inevitable, and not by much, usually.

On another tangent, I usually find that the AI is already very bad at capturing cities - are you sure you want to make it even harder for them?
TofuSojo  [作者] 2014 年 10 月 13 日 下午 1:15 
@Vector I think it should. It's just that they changed how city defenses worked in G&K so it isn't compatible with Vanilla, but those changes were carried over to BNW.

@Gort That is true as far as the city not being able to bombard that unit, but it can still bombard all the others and you may be using a mod that increases the city bombard range. Defensive buildings also importantly increase the city's HP and that very much matters no matter what is attacking them, even planes or artillery.
Gort 2014 年 10 月 13 日 下午 1:09 
I usually find defensive buildings are pointless once artillery and planes allow me to attack from outside of city bombardment range.
Sir Henry III 2014 年 10 月 13 日 下午 12:58 
I love this!
Vector 2014 年 10 月 13 日 上午 10:15 
Hey the mod sounds great but will it work for me? I only have BNW.
Shoulder Escape 2014 年 10 月 13 日 上午 10:11 
i think the satellite should create a second weaker city attack