View Full Version : [HybridComp] Promotions & Perks


Zuul
Nov 19, 2005, 05:02 PM
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Promotions & Perks Mod v0.8 04th February
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New Version:
http://www.civfanatics.net/uploads11/Promotions&Perks-v0.8.zip
http://apolyton.net/upload/view.php?file=71981_Promotions&Perks-v0.8.zip

Version without changes:
http://www.civfanatics.net/uploads11/PromotionTrait-v0.5.zip
http://apolyton.net/upload/view.php?file=71981_PromotionTrait-v0.5.zip


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Info:
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This mod will change most promotions and add many new ones. All promotions are around 50% better than before to make experienced units last longer. If you don't want anything changed and only want more promotions check v0.5 of the mod.


With a total of 74 Promotions, 5 Traits, 9 perks, and 20 effects.


Units: Rec = Recon, Mel = Melee, Arc = Archery, Mou = Mounted, Sie = Siege, Gun = Gunpowder, Arm = Armour, Hel = Helicopter, Nav = Naval

* = Changed this version
** = Added this version
% = How big chance to get this promotion on unit creation.

Promotions (blue):

Combat I: +15% strength (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (None) (5% chance).
Combat II: +15% strength (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat I) (1% chance).
Combat III: +15% strength (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat II) (0.2% chance).
Combat IV: +15% strength (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat III).
Combat V: +15% strength (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat IV).
Combat VI: +20% strength (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat V).

Attack I: +22% attack (Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (None) (2% chance).
Attack II: +22% attack (Mel, Arc, Mou, Gun, Arm, Hel, Nav) (Attack I) (0.5% chance).
Attack III: +22% attack (Mel, Mou, Gun, Arm, Hel, Nav) (Attack II).
Attack IV: +34% attack (Mel, Mou, Arm, Hel, Nav) (Attack III).
Defence I: +22% defence (Mel, Arc, Gun, Nav) (None) (2% chance).
Defence II: +22% defence (Mel, Arc, Gun, Nav) (Defence I) (0.5% chance).
Defence III: +22% defence (Mel, Arc, Gun, Nav) (Defence II).
Defence IV: +34% defence (Mel, Arc, Gun, Nav) (Defence III).

City Raider I: +35% city attack (Mel, Arc, Mou, Sie, Gun, Arm, Hel) (None) (5% chance).
City Raider II: +35% city attack (Mel, Mou, Sie, Gun, Arm) (City Raider I) (1% chance).
*City Raider III: +35% city attack (Mel, Sie, Arm) (City Raider II) (0.2% chance).
**City Raider IV: +45% city attack (Mel, Sie) (City Raider III).
*City Garrison I: +35% city defence (Mel, Arc, Mou, Sie, Gun) (None) (5% chance).
*City Garrison II: +35% city defence (Mel, Arc, Gun) (City Garrison I) (1% chance).
*City Garrison III: +35% city defence (Arc, Gun) (City Garrison II) (0.2% chance).
**City Garrison IV: +45% city defence (Arc, Gun) (City Garrison III).

Shock I: +40% vs. Melee Units (Mel, Arc, Mou, Sie, Gun) (Combat I/Defence II) (2% chance).
*Shock II: +40% vs. Melee Units (Mel, Arc, Mou, Sie) (Shock I) (0.5% chance).
**Shock III: +50% vs. Melee Units (Mel, Arc, Mou) (Shock II).
Cover I: +40% vs. Archery Units (Mel, Arc, Mou, Gun) (Combat I/Attack I) (2% chance).
*Cover II: +40% vs. Archery Units (Mel, Arc, Gun) (Cover I) (0.5% chance).
**Cover III: +50% vs. Archery Units (Mel, Gun) (Cover II).
Formation I: +40% vs. Mounted Units (Mel, Arc, Mou, Gun) (Combat II/Defence I) (2% chance).
*Formation II: +40% vs. Mounted Units (Mel, Mou, Gun) (Formation I) (0.5% chance).
**Formation III: +50% vs. Mounted Units (Mel, Gun) (Formation II).
Charge I: +50% vs. Siege Weapons (Mel, Mou, Sie, Gun, Arm, Hel) (Combat III/Attack II) (2% chance).
*Charge II: +50% vs. Siege Weapons (Mel, Mou, Arm, Hel) (Charge I) (0.5% chance).
**Charge III: +70% vs. Siege Weapons (Mou, Arm, Hel) (Charge II).
Pinch I: +40% vs. Gunpowder Units (Mou, Gun, Arm, Hel) (Combat I/Attack III) (2% chance).
*Pinch II: +40% vs. Gunpowder Units (Gun, Arm, Hel) (Pinch I) (0.5% chance).
**Pinch III: +50% vs. Gunpowder Units (Gun, Hel) (Pinch II).
Ambush I: +40% vs. Armoured Units (Sie, Gun, Arm, Hel) (Combat II/Defence III) (2% chance).
*Ambush II: +40% vs. Armoured Units (Sie, Gun, Arm, Hel) (Ambush I) (0.5% chance).
**Ambush III: +50% vs. Armoured Units (Gun, Arm, Hel) (Ambush II).

Guerilla I: +40% hill defence (Rec, Mel, Arc, Sie, Gun) (None) (2% chance).
Guerilla II: +40% hill defence, double movement on hills (Rec, Arc, Gun) (Guerilla I) (0.5% chance).
Woodsman I: +40% forest/jungle defence (Rec, Mel, Arc, Gun) (None) (2% chance).
Woodsman II: +40% forest/jungle defence, double movement in forrest (Rec, Mel, Gun) (Woodsman I) (0.5% chance).
Desert Combat: +50% desert defense, double movement in desert (Rec, Mel, Arc, Gun) (Combat I/Defence II) (1% chance).
Arctic Combat: +50% tundra & ice defense, double movement in tundra & ice (Rec, Mel, Arc, Gun) (Combat I/Defence II) (1% chance).
*Fieldsman: +10% grass & plains defense, double movement in grass & plains (Rec, Mel, Arc, Gun) (Combat II/Defence III) (1% chance).

Accuracy I: +15% City Bombard Damage (Sie) (City Raider I/Barrage I) (5% chance).
Accuracy II: +20% City Bombard Damage (Sie) (Accuracy I).
Barrage I: +35% collateral damage (Sie, Arm, Nav) (None) (2% chance).
Barrage II: +35% collateral damage (Sie, Arm, Nav) (Barrage I) (0.5% chance).
Barrage III: +50% collateral damage (Sie, Arm, Nav) (Barrage II).

Drill I: +2 first strike chance (Arc, Sie, Gun, Arm, Hel, Nav) (None) (5% chance).
Drill II: +1 first strike chance, +1 first strike (Arc, Sie, Gun, Arm, Hel, Nav) (Drill I) (1% chance).
Drill III: +2 first strike (Arc, Sie, Arm, Hel, Nav) (Drill II) (0.2% chance).
Drill IV: +1 first strike chance, +2 first strike (Arc, Sie, Arm, Hel, Nav) (Drill III).
Flanking I: +15% withdrawal chance (Mou, Arm, Hel, Nav) (None) (2% chance).
Flanking II: +15% withdrawal chance (Mou, Arm, Hel, Nav) (Flanking II) (0.5% chance).
Flanking III: +15% withdrawal chance, immune to first strikes (Mou, Arm, Hel, Nav) (Flanking II).
Amphibious: No penelty attacking from water & over rivers, +10% attack (Mel, Arc, Mou, Sie, Gun) (Combat II, Attack II) (1% chance).
Blitz: Multiple attack (Mou, Arm, Nav) (Combat III, Attack III) (0.5% chance).

Medic I: +7% heal same tile, +3% heal adjecent tile (Rec, Mel, Arc, Mou, Sie, Gun, Nav) (Combat I/Defence I) (2% chance).
Medic II: +7% heal same tile, +3% heal adjecent tile (Rec, Mel, Arc, Mou, Sie, Gun, Nav) (Medic I) (0.5% chance).
Medic III: +11% heal same tile, +4% heal adjecent tile (Rec, Mel, Arc, Mou, Gun, Nav) (Medic II).
Heal: +12% friendly lands, +10% neutral lands, +8% enemy, defence +10% (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat III/Defence III) (2% chance).
March: Heals when moving, +5% attack (Rec, Mel, Arc, Mou, Sie, Gun) (Combat III, Attack III) (1% chance).

Mobility: -1 movement cost, +5% attack (Mou, Arm) (Flanking II, Attack IV) (1% chance).
Commando: Can use enemy roads, +5% attack (Rec, Mel, Arc, Mou, Gun, Arm) (Combat IV/Attack IV) (1% chance).
*Speed: +1 Movement (Rec, Mou, Arm, Hel) (Combat IV/Flanking III) (0.2% chance).
Navigation I: +1 movement (Nav) (Flanking I) (1% chance).
Navigation II: +1 movement (Nav) (Navigation I).

Sentry I: +1 Visibility Range (Rec, Mou, Hel, Nav) (Flanking I/Combat III) (2% chance).
Sentry II: +1 Visibility Range (Hel, Nav) (Sentry I) (Radio).
Sentry III: +1 Visibility Range (Hel, Nav) (Sentry II) (Radio).


# Perks (violet):
Light: +1 move, -40% strength, +10% withdraw (Land) (5% chance).
Light: +2 move, -40% strength, +10% withdraw (Naval/Helicopter) (5% chance).
Heavy: +1 movement cost, +40% strength, -10% withdraw (Mounted/Armor/Naval/Helicopter) (5% chance).
**Berzerker I: +20% attack, -20% defence (8% chance).
Berzerker II: +40% attack, -40% defence (4% chance).
**Berzerker III: +60% attack, -60% defence (2% chance).
**Stalwart I: +20% defence, -20% attack (8% chance).
Stalwart II: +40% defence, -40% attack (4% chance).
**Stalwart III: +60% defence, -60% attack (2% chance).

# Traits (green):
Exceptional: +20% strength, +5% withdrawal chance, heals +4% neutral & enemy lands lands (3.2% chance).
Extraordinary: +35% strength, +10% withdrawal chance, heals +5% neutral & enemy lands, +1 first strike chance (1.6% chance).
Hero: +50% strength, +15% withdrawal chance, heals +6% neutral & enemy lands, +2 first strike chance (0.8% chance).
Legendary Hero: +70% strength, +20% withdrawal chance, heals +8% neutral & enemy lands, +3 first strike chance (0.4% chance).
Avatar: +100% strength, +25% withdrawal chance, heals +10% neutral & enemy lands, +4 first strike chance (0.2% chance).

# Effects gained in Forts (and Fort I can be gained in cities that has both defenders and attackers).
Fort I: No penatly attacking over river, +15% withdrawal chance, +10% attack (Mathematics).
Fort II: Immune to first strike, +1 visibility range, +10% friendly heal rate (Optics).
Fort III: +1 first strike chance, +10% withdrawal chance (Steel).
Fort IV: +1 visibility range, +1 first strike chance, +10% withdrawal chance, +10% combat (Mass Media).


# Effects gained by stacks (Scout = Recon/Helicopter, Range = Archer/Gunpowder, Mobility = Mounted, Heavy = Melee/Armour, Siege = Siege).
Scout Aid I: +1 first strike chance, +5% withdrawal chance, +5% strength.
Scout Aid II: +2 first strike chance, +10% withdrawal chance, +10% strength.
Scout Aid III: +1 first strike chance, 1 first strike, +15% withdrawal chance, +15% strength.

Heavy Aid I: +15% strength, +5% city attack.
Heavy Aid II: +30% strength, +10% city attack.
Heavy Aid III: +45% strength, +15% city attack.

Ranged Aid I: +1 first strike chance, +1 first strike, +10% city defence, +10% hill defence.
Ranged Aid II: +2 first strike chance, +2 first strike, +20% city defence, +20% hill defence.
Ranged Aid III: +3 first strike chance, +3 first strike, +30% city defence, +30% hill defence.

Mobility Aid I: +10% withdrawal chance, +5% strength, 5% attack.
Mobility Aid II: +20% withdrawal chance, +10% strength, 10% attack.
Mobility Aid III: +30% withdrawal chance, +15% strength, 15% attack.

Siege Aid I: +1 first strike chance, +15% city attack.
Siege Aid II: +2 first strike chance, +30% city attack.
Siege Aid III: +2 first strike chance, 1 first strike, +45% city attack.

#Fiendly unit needed - same tile for defence or adjestent tiles to the defender for an attack:
# Aid I: 1 unit 50%-99%, or 2 unit 25-49%, or 4 units 10-24%.
# Aid II: 1 unit 100%-199%, or 2 unit 50%-99%, or 4 units 25-49%.
# Aid III: 1 unit 200%>, 2 unit 100%-199%, or 4 units 50-99%.


#Too many units in same tile will made it crowded. Over 15 will add the crowded effect.
*Crowded: +1 movement cost, -25% strength, -20% withdrawal chance, -3 first strike chance, -2 first strike.


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Install:
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Add all files to your "Civilization 4\CustomAssets" folder in "My Documents\My Games".

My Documents\My Games\Civilization 4\CustomAssets\art\Interface\Buttons\Promotions\*. * (67 dds files)
My Documents\My Games\Civilization 4\CustomAssets\xml\text\CIV4GameTextInfos_Objects. xml
My Documents\My Games\Civilization 4\CustomAssets\xml\units\CIV4PromotionInfos.xml
My Documents\My Games\Civilization 4\CustomAssets\python\RealFort.py (peomotions gained on forts)
My Documents\My Games\Civilization 4\CustomAssets\python\StackAid.py (promotions gained in stacks)
My Documents\My Games\Civilization 4\CustomAssets\python\ExtraXp.py (the start up promotions)
My Documents\My Games\Civilization 4\CustomAssets\python\CvCustomEventManager.py
My Documents\My Games\Civilization 4\CustomAssets\python\entrypoints\CvEventInterface .py

If you have other mods changing these files you have to manually insert the changes.


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History:
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0.8 (2006-02-04) 268KB
Removed the +10% vs. Melee that accidently still was left in City Garrison III.
Changed Fieldman defence to 10% from 20%.
Fixed Crowded from -25% city attack to -25% strength.
Added Berzerker I/III, Stalwart I/III.
Added chance to get Perks & Traits & Promotions on unit creation.
Stack Aid will now work if you add units in World Builder.
Readded City Raider IV, City Garrison IV, Shock III, Cover III, Formation III, Charge III, Pinch III, & Ambush III.
Fixed City Garrison I, II, III, had old values.
Fixed tech requerment for Sentry II/III.
Recon units can nog get speed.


0.7 (2006-01-19) 237KB
Renamed the mod from "Promotion and Trait Mod" to "Promotions & Perks Mod".
Remade most of the promotions, removing and combinding some and made them around 50% better.
Changed many Promotion Prereq and which promotions a unit type can have.
Added tech requerment for Sentry II/III.
Added heal promotion.
Added a better version of Stack Aid.

0.6 (2006-01-15) 289KB
Added 24 Stack Aid icons.
Added a test version of Stack Aid.
Addid info how a future version of Stack Aid could work.

0.5 (2006-01-12) 213KB
Added the patch 1.52 more language support.
More info in the ReadMe file.
Added promotion Attack IV, Defence I+II+III+IV, City Garrison IV, Sentry III, Woodsman III, Guerilla III, Drill V,
City Garrison IV, Ambush III, Charge III, Cover III, Formation III, Pinch III, Shock III.
Changed Attack III, +15% attack instead of +20%.
Added trait Avatar (Hero 5).
Traits now have green background (Hero 1-5).
Added perks Light, Heavy, Berzerker, Stalwart.
Added mod RealFort v0.4 and expanded it.
Added buttons for the effect Fort I+II+III+IV+V.

0.4 (2005-11-29) 119KB
Added French, German, Italian, Spanish descriptions.
Added Attack I/II/III.

0.3 (2005-11-24) 110KB
Fieldsman I lowered to +15% defence, and Fieldsman II lowered to +20% defence (else this terrain improvement is too good).
Alpine Combat change to Arctic Combat.
Added Legendary Hero trait, and City Raider IV promotion.

0.2 (2005-11-20) 103KB
Renamed Cold-resistant to Alpine Combat and Heat-resistant to Desert Combat.
Added Flanking III and Speed promotion.

0.1 (2005-11-19) 100KB
Initial release, 15 promotions and 3 traits.


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Other recomended changes:
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Fort defence: 25% -> 50%
Upgrade xp keep: 10 -> 40
Animals max xp: 5 -> 8
Barbarians max xp: 10 -> 20

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Issues
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Units removed in WorldBuilder won't update Stack Aid.
Pillaged forts won't update Fort promotions.

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Future:
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Optimice and bugfix Stack Aid, RealFort and ExtraXp code.
Add Fort I effect to heavy defended cities.
Add a way for units to get perks and traits after a while.
Expand crowded effects.
Balance bonuses.
Add more perks.
Add graphics promotion button pack.
Add promotion only version.
Try to add new xml features.
Chance to start with extra xp or extra levels.
Add a new expericence system (with new buildings & great people).
Naval Stack Aid.


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Credits & links:
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Graphics, ideas and coding made by
Zuul aka Uthar

Bhruic for RealFort mod.
http://forums.civfanatics.com/showthread.php?t=140957
http://apolyton.net/forums/showthread.php?s=&threadid=142803

More info about this mod in forum threads:
http://forums.civfanatics.com/showthread.php?t=142086
http://apolyton.net/forums/showthread.php?s=&threadid=143795

You can find me in the #CivMod chat:
irc://irc.irc-chat.net/CivMod

More info on how to join the chat:
http://forums.civfanatics.com/showthread.php?t=153866


Download here:
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New Version:
http://www.civfanatics.net/uploads11/Promotions&Perks-v0.8.zip
http://apolyton.net/upload/view.php?file=71981_Promotions&Perks-v0.8.zip

Version without changes:
http://www.civfanatics.net/uploads11/PromotionTrait-v0.5.zip
http://apolyton.net/upload/view.php?file=71981_PromotionTrait-v0.5.zip

Zuul
Nov 19, 2005, 05:03 PM
Screenshot:

ibcoltscrew
Nov 19, 2005, 05:10 PM
Very nice. This is an excellent idea and an usefull add-on for our units. I'll use this mod for sure.

woodelf
Nov 19, 2005, 05:16 PM
Looks like a good start. More choices are always good.

Mumin
Nov 19, 2005, 05:27 PM
How about "Winter Equipment" and "Desert Warrior"?

It would also be cool if the terrain bonuses applied when attacking, i.e. Woodsmen getting an attack bonus when attacking woods too. Anyone who knows how/if this can be scripted?

Dom Pedro II
Nov 19, 2005, 05:39 PM
Isn't Medic III a step down from Medic II?

Uluk
Nov 19, 2005, 05:56 PM
How about simply "Arctic" and "Desert"? I like the idea to have more promotions but I'm not sure if having those Fieldsman promotions is generally a good idea. After all, plains and grassland are usually dominant terrain types (especially later in the game). If I had to pick one of the several promotion types which give terrain bonuses I would choose that one. I can understand units getting bonuses on tundra and deserts because of their special equipment or something, but on fields too? Imho it would be nice to have at least one terrain type in which no unit would get any kind of terrain based bonuses.

Anyway, gj. I'll be most certainly using this mod in the future (jaegers+arctic II promotion = skitroops :D).

Cheers,
Uluk

Lightzy
Nov 19, 2005, 06:02 PM
'Desert Warfare' and 'Big Fuzzy Boots'

Willowmound
Nov 19, 2005, 06:27 PM
Alpine! ...for the cold resistant one. And I agree Desert would be just fine for the heat resistant.

eotinb
Nov 19, 2005, 11:01 PM
Desert = Nomadic I & II
Tundra and Ice = Arctic I & II
(not to be too much of a nag, but Alpine refers to elevation, not climate (the Alps -- which makes me think it might be cool to have an Alpine promotion that allows only units with that ability to travel on peaks)

George McKree
Nov 20, 2005, 02:05 AM
nice one
desert and arctic sounds just fine
could anyone mail me that one? my browser's just too stupid to download it, really dont know why..

Zuul
Nov 20, 2005, 03:55 AM
Isn't Medic III a step down from Medic II?

Medic III requeres Medic II and Medic I. The effects vill add up.



How about simply "Arctic" and "Desert"? I like the idea to have more promotions but I'm not sure if having those Fieldsman promotions is generally a good idea. After all, plains and grassland are usually dominant terrain types (especially later in the game). If I had to pick one of the several promotion types which give terrain bonuses I would choose that one. I can understand units getting bonuses on tundra and deserts because of their special equipment or something, but on fields too? Imho it would be nice to have at least one terrain type in which no unit would get any kind of terrain based bonuses.

Anyway, gj. I'll be most certainly using this mod in the future (jaegers+arctic II promotion = skitroops :D).

Cheers,
Uluk

Well a bit strange that the easiest terrains to walk around in being the slowest. Should be some promotion that gain double movement for grass and plains. I could lower the defence though.

Will change the names on the resistant promotions. Also need help with spanish/german/french names on those. Thanks everyone for the feedback. :-)

Zuul
Nov 20, 2005, 07:47 AM
New version:

0.2 (2005-11-20) 103KB
Renamed Cold-resistant to Alpine Combat and Heat-resistant to Desert Combat.
Added Flanking III and Speed promotion.

See top.

Uluk
Nov 20, 2005, 12:36 PM
not to be too much of a nag, but Alpine refers to elevation, not climate
Yeah, I think so too (just adding a little pressure on Zuul to change the name ;)).
(the Alps -- which makes me think it might be cool to have an Alpine promotion that allows only units with that ability to travel on peaks)
That would be great. "Mountaineer" would be a good name for that promotion.
Well a bit strange that the easiest terrains to walk around in being the slowest. Should be some promotion that gain double movement for grass and plains. I could lower the defence though.
I see your point, lowering the defence should do the trick.

Cheers,
Uluk

Corey
Nov 20, 2005, 02:13 PM
Awesome mod.Excelente!!

Poseidon_55
Nov 20, 2005, 03:10 PM
Now if only the uniforms would change lets say if a marine has desert combat it gets desert camo that would make it so kewl

Dom Pedro II
Nov 20, 2005, 11:40 PM
Now if only the uniforms would change lets say if a marine has desert combat it gets desert camo that would make it so kewl

I've been thinking about something along that lines too.

LittleRedPoint
Nov 21, 2005, 05:25 AM
What if you make certain attack promotions on certain terrain too. Desert attacker 20% strenght in desert for example? Units have attack bonuses too...

Poseidon_55
Nov 21, 2005, 04:47 PM
Is their a max to the number of promotions a unit could have

Mumin
Nov 21, 2005, 04:51 PM
What if you make certain attack promotions on certain terrain too. Desert attacker 20% strenght in desert for example? Units have attack bonuses too...

This doesn't seem to be possible by just modifying the xml files. That's why I asked if anyone knows how to script it. It would be cool.

Zuul
Nov 21, 2005, 05:05 PM
Is their a max to the number of promotions a unit could have

Not that I know of but when you have around 200-300 experience all the icons on the units almost fills everything and you have a hard time finding a place for the cursor so the popup comes that shows all the features of the unit.

I will try to find a way to upgrade promotions of same type insted of just adding them to remove some of the used space.



This doesn't seem to be possible by just modifying the xml files. That's why I asked if anyone knows how to script it. It would be cool.

Yes I know. I will try to find a way to add new types of promotion changes.



Anyway anyone got any suggestions on some promotion that should be more upgradable? Anyone got a suggestion for an icon image to use for fieldsman?

Poseidon_55
Nov 21, 2005, 07:03 PM
an engineer promotion which allows the units to construct road and stuff would be kewl

Lightzy
Nov 22, 2005, 03:27 AM
There should be a promotion that compliments the 'city raider' promotion, or the city raider promotion should be enhanced with stronger attack and healing in enemy territory.

defensive combat is way too strong in this game. city attacking specialists should have an advantage over city defense specialists.

V. Soma
Nov 22, 2005, 04:49 AM
I think defensive strength is about OK - well, the attacker should use artillery to help, should not it?

Lightzy
Nov 22, 2005, 07:45 AM
The defender can use artillery too..
And maybe its just me who thinks defensive combat is too strong..
dunno.

and the suicide artillery thing.. artillery should definitely have a high withdraw chance

Uluk
Nov 22, 2005, 08:33 AM
I agree the current system favours the defender. Imho arty should be able to soften both the defenses and also to reduce the defender's strength. That suicide artillery thing doesn't really make any sense to me. I also believe that there should be a new unit called Mechanized Artillery. Later in the game I end up with keeping my artillery as garrison units simply because they can't keep up with the speed of my advancing tanks and mech inf. It would be nice to have some arty with me from time to time even though I rely heavily on my air force.

Anyway, having attacking promotions depending on the terrain type would be too good to turn down for attack-minded players (like me).

an engineer promotion which allows the units to construct road and stuff would be kewl

In my opinion there would be no time to build roads with your military during wartime. In peace... well, I see that as a waste of a promotion. I always have loads of workers available anyway.

Cheers,
Uluk

eotinb
Nov 22, 2005, 08:36 AM
Perhaps an "engineer" could have a much better fortify or improve the fortify of units in the same stack.

LittleRedPoint
Nov 22, 2005, 08:43 AM
Hm, military engineers build trenches. New promotion "dig-in" double fortification bonus + bonus vs air attack?

eotinb
Nov 22, 2005, 08:58 AM
Exactly my line of thinking.

Poseidon_55
Nov 22, 2005, 09:08 AM
The dig-in idea is good and about the artillery think of each art unit as ammo and the suicide thingy is just using ammo

Uluk
Nov 22, 2005, 09:43 AM
More importantly, engineers make it harder for the enemy to move (thus, defensive bonus is a good idea) and make it easier for you to move. So maybe add some sort of amphibious/river crossing bonus for all of the units in the stack the engineer promoted unit is in? This would be much like the medic bonus in that regard.

I would be wary on raising the fortified bonus too much, though. It could be pretty nasty. Besides, all troops can dig on their own. Maybe adjust the entrenching rate instead?

@Poseidon_55: That's some pretty expensive ammo!

Cheers,
Uluk

flobi
Nov 22, 2005, 09:55 AM
I would imagine that "dig in" should only apply to fortified units. You can't really dig in with the units that can't fortify (i.e. Gunship, Knights, etc) anyways and you wouldn't be digging in if you were on the move.

Poseidon_55
Nov 22, 2005, 03:25 PM
The increasing entreachment rate is good also the enginner would be good if things such as mines or anti tank ditches existed in the game

Amesjustin
Nov 22, 2005, 03:54 PM
How about alpine skis (+1 movement for foot soldiers on ice/snow/tundra)?

I agree the fieldsman is a bit too strong, but instead of getting rid of it I would just cut the bonuses in half.

Lightzy
Nov 22, 2005, 04:00 PM
entrenchment is a horrible idea because it makes combat even MORE geared towards defense.
Seriously, the balance here has to shift somewhat.

also, any function (promotion, unit, or whatever) you can't get the AI to use effectively (or use at all, really) is a mostly wasted function.
keep it in mind.

Agraza
Nov 22, 2005, 04:54 PM
I have to agree that defense is pretty impressive. City Raider could use some assistance.

I think a decent addition to City Raider would be the ability to ignore defenses, if that's possible. Being able to promote your units to specialize against walls, castles, etc. (Sappers I, II) They did dig under walls, to collapse a section of wall, and dig TO walls via trenches, to avoid ranged attacks from the defenders. Either that or those could be City Raider IV and V, the more educated and methodical attacks against a city.

eotinb
Nov 22, 2005, 05:01 PM
@Lightzy: Your point about not giving the defense more help is well taken. But in my experience, this is more an issue with cities than combat out in the open field. Perhaps the engineer unit's improved fortification ability would only work out of cities -- or even out of it's owner's cultural borders -- give an offensice force some defensive protection. As to if the AI could use it effectively -- I think the AI wouldn't have a problem with increased entrenchment.

In any case, I was only responding to the idea of an engineer promotion -- ability to make roads fits with the idea of such a promotion but wouldn't work that well in the game. Ability to entrench works with the name and would work in the game.

Uluk
Nov 22, 2005, 06:24 PM
I think the game lacks a proper siege. It would be much more realistic if the defender's strenght would drop after a while because of being out of supply. As of now, starvation applies only to the population of the city, not the actual defending units. This would also encourage more open field play. AI tweaks would be necessary, of course.

In fact, it would be great if we could calculate if a "trade route" exists for every (military) unit. If it does the unit is in supply, if not then the unit is not in supply. Cutting off the enemy's supply routes is fundamental in warfare, after all. Dunno how much doing that would cost performancewise for hundreds of units, though.

Regarding mines and anti-tank ditches etc. imho those are already included in the fortification bonus. No need to handle those separately. Although, I second the idea of an anti-air promotion.

Cheers,
Uluk

Poseidon_55
Nov 22, 2005, 08:39 PM
The AA promotion would have to be unlocked with a certain tech and is that possible.

Uluk
Nov 22, 2005, 09:01 PM
Yes. Here's a line from CIV4PromotionInfos.xml:


<TechPrereq>NONE</TechPrereq>

Poseidon_55
Nov 23, 2005, 12:13 AM
Do I have to load this mod for it to work

Lightzy
Nov 23, 2005, 05:20 AM
supply lines are abstracted (more or less) with the heal bonuses.
no healing in enemy controlled territory.

Zuul
Nov 23, 2005, 06:46 AM
Do I have to load this mod for it to work


You can't load the mod, it's always active if you put it in custom assets. I have made it this way because it's yet small, and it should be easy to incoporate it into other mods.

Will add another small update of the mod soon (better city attack, arctic name change, more names on other languages). After this I will try to do some more advanced coding for new features. Thanks for the feedback everyone.

Poseidon_55
Nov 23, 2005, 01:51 PM
The promtions arnt in the game and i check the files and all the stuff is in the right folders but it still doesnt work please help

P.S. I have the carthage mod installed could that be a problem

Zuul
Nov 23, 2005, 02:04 PM
Yes you cant just combind mods now. You have to merge them, or wait for others to merge them :p.

People that want my mod in there mod, please let me know and we could discuss any changes you might want.

korn469
Nov 23, 2005, 05:23 PM
Zuul

I'm working on a mod right now that I intend to release over the weekend, and I would like to incorporate your mod into it in a near future release.

Zuul
Nov 23, 2005, 06:43 PM
Another version 0.3. Check first post.

Okey korn469, what mod is it? Maybe we should chat in private?

Zuul
Nov 26, 2005, 05:29 PM
Feedback, anyone please? :-)

Poseidon_55
Nov 27, 2005, 12:00 AM
You what would be good specific bonuses for certain civs like russian trubes get your artic bonus kind of like aggresive gets combat 1

Russia-Artic bonus
Aztecs-Jungle bonus
Arabian-Desert bonus
English-Some ship bonus

This could even replace UU for the civs

Zuul
Nov 29, 2005, 04:25 PM
Updated to version 0.4. Check first posts, including a new screenshot.

Amesjustin
Nov 29, 2005, 06:22 PM
Perhaps the hero traits can be made to be accessed as promotions very far down the promotion tree?

Poseidon_55
Nov 29, 2005, 07:19 PM
What are these national units you talked about

LagDemon
Nov 30, 2005, 03:31 PM
Is what you said about the speed promotion a typo? I don't see Sentry 3 anywhere.

Speed: +1 Movement for Mounted and Armor units (need Sentry III or Combat4).

Zuul
Nov 30, 2005, 03:39 PM
What are these national units you talked about
Well they are not added yet. :p
The idea was thay they should work as a national wonder, or a missionary, in that sence that you can only have a few of the at same time.


Is what you said about the speed promotion a typo? I don't see Sentry 3 anywhere.
Ah yes you are right, it should be "Flanking III".

JamieCiv4Files
Nov 30, 2005, 04:02 PM
I've mirrored this at http://civilization4.filefront.com/ for you Zuul :)

Pragmatic
Nov 30, 2005, 04:07 PM
Well they are not added yet. :p
The idea was thay they should work as a national wonder

As long as you're thinking of national wonders, how about national wonders similar to the Red Cross, but with other promotions? For instance, the US Army has a jungle training school (IIRC). The soldiers trained there would get a bonus to combat in forests and jungles. Thus, a national wonder that provided a free Forester I promotion would be useful. (Even if it restricts it to certain unit types, e.g., melee and gunpowder, not allowed to armored or mounted or helicopter, since those units aren't good in forests and jungles.)

Or does the AI know how to use those types of things?

Poseidon_55
Dec 01, 2005, 10:03 PM
For your jungle training school it should require the city to have a forest or jungle within its radius.

GeneralMikeIII
Dec 02, 2005, 11:04 AM
A few suggestions:

Firstly, the hero and legend traits should have to be bought, not randomly assigned when the unit is created. When one thinks about it, heros have arisen from acts during combat with an enemy, not with training. It seems kinda odd to have a hero that has never seen combat. It should be a very expensive promotion, requiring a level 10 unit or something (just a rough estimate). Besides just being hard to get, it should also be limited, so 1 Civ can only have about 5 legendary heros throughout the course of the game. Regular heros set to about 15 or so.

Next, how about a "field general" promotion? Even though each unit in the game represents a squad of troops, which would have to have a leader, but not all of these leaders have the same amount of skill at commanding an army. We need something that would indicate the abilities of some units to lead the way in battle. Through superior tactics, all units in the stack get like a 15% combat bonus. This would be a good upgrade to have randomly appear, instead of the hero and legendary traits. Of course, adding this promotion would mean the "Art of War" Great Wonder has to be added also, on basis of common sense. It could increase the chances of the "Field General" promotion being granted when a new unit is created.

These are just a few things I came up with after thinking about it for a while. I like all of your ideas in adding these new promotions, I just had a few ideas I thought I'd share.

Amesjustin
Dec 02, 2005, 02:33 PM
Some new air/seacraft promotions would be interesting.....

korn469
Dec 05, 2005, 03:53 AM
hey zuul did you get my pm?

Suki
Dec 08, 2005, 12:46 PM
that idea for 'combat engineers' promotion letting infantry build roads..why not have them automatically build forts whenever they're fortified for long enough

Aeon221
Dec 14, 2005, 05:15 PM
This mod is too cool. :bump:

Optimizer
Dec 21, 2005, 06:28 PM
You should add an anti-aircraft and anti-helicopter promotion - you can call it "Flak".

s3d
Dec 22, 2005, 01:13 AM
I played this mod within other composite mods, and I think the Attack promotion is disbalancing. Also, in the mods I've player it include +15% defence in all tiles. It's way too much. It also make Combat promotion useless. I think it should be either removed, or toned down and merged with combat.

Zuul
Dec 22, 2005, 01:23 AM
Also, in the mods I've player it include +15% defence in all tiles.

Played? Well if you look closely it's not +15% defence but -15%.
It's not at all same as combat bonus, because this one only gives extra when attacking and no extra when defending.

I'm back playing and modding civ 4 after xmas (after 3 weeks break), so I might do some update to this mod then.

Impaler[WrG]
Dec 22, 2005, 10:52 AM
Inspired by your implementation of the Attack promotions I have made a "Defender" promotion with +15% defence in all terrain. A series of such promotions could act as a nice foil to the attack promotion. I was hoping you would add it (and make the cool buttons which are your trademark) in the next version.

In addition the RealFort mod could use some buttons made for the Fortification promotions it gives (their currently just using City Defender). Both of these would be easy and worthwhial additions to your next version.

Seven05
Dec 22, 2005, 12:03 PM
I actualy removed the attack promotion, the AI was using it almost exclusively since the minor penalty isn't enough (in most cases) to offset defensive bonuses for terrain, crossing rivers, etc... I've found that the AI is very good at point out balancing issues, if you see them doing one thing above all others that one thing needs to be fixed ;)

Perhaps it could be restricted to only units that receive no defensive bonuses (e.g. mounted & armor units). I would definately take it off the naval units, with the considerably higher movement speeds it is very easy to ensure you do most of the attacking with those ships with attack promotions, the AI isn't smart enough to pass one ship in order to hit another that is suffering from defensive penalties.

Pfeffersack
Jan 01, 2006, 08:02 AM
A really nice mod and good work on the promotion icons - they look as they were in the game from the release on.

However, one thing I wonder about...does the AI use the new promotions and does is "know" when they are useful?

Zuul
Jan 02, 2006, 06:55 PM
They use them and I think they know as much as before how to use them (because I have not yet added any new kind of bonus, all XML and no Python).

Will start working on next version this week, epsecially adding new icons for others to use (like the fort mod).

Zuul
Jan 07, 2006, 08:24 AM
I will update my mod next week. Please give some more suggestions on what kind of promotions that I should add (and no new features for this version, maybe the one after this will have one).

Planned features:
Attack IV (+20% attack, Attack III changed to +15%)
Defender I, II, III, IV (Like attack but for defence instead, especially useful on ships)
Fort I, II, III, IV (will incorporate the fort mod and add new graphics and settings to it)

Traits and Perks:
Avatar (better than legendary hero)
Attacker (+20% attack, -20% defence)
Defender (-20% attack, +20% defence)
Light (+1 move, +10% withdraw, -20% strength)
Heavy (-1 move, -10% withdraw, +20% strength (only for fast units))

+ some more minor changes

GIR
Jan 07, 2006, 09:11 AM
light and heavy is cool (especially for tanks and naval units - heavy = königstieger or bismarck... : -) , but -20%strength is too less for light (+1 movement is really strong, so you should use a much "higher" value to compensate this)

AWolfe
Jan 07, 2006, 01:46 PM
light and heavy is cool (especially for tanks and naval units - heavy = königstieger or bismarck... : -) , but -20%strength is too less for light (+1 movement is really strong, so you should use a much "higher" value to compensate this)
Another thing to consider is that "heavy" military naval vessels are also faster than the norm because their larger engines had a better thrust-to-weight ratio than the average vessel of the type. This is true for both WW2 American and Japanese warships (BBs and CVs), and is still true today. Unlike on land, on water heavier = faster and lighter = much faster. However, prior to WW2 and especially prior to WW1 this wasn't true (engine technology wasn't as good) and heavy did mean slower.

GIR
Jan 07, 2006, 03:26 PM
yes, thats maybe right - it sounds reasonable.

but we have to choose between "more realistic" promotions and promotions which improve gameplay. in my opinion the light and heavy promotion are a great idea for certain units, but if you lose one movement (for example tank) you should get more than only 20% strength because it is only a little more than Attack I. (same for a tank with movement 3 because attack I would compensate the -20%)

it is different for naval units. for better game play i would use +2/-2 movement.... but this is only my opinion ;)
(because if you dont want to lose movement use attack and combat promotions only)

gir

Impaler[WrG]
Jan 07, 2006, 03:45 PM
To avoid confusion with the Attack/Defence series the two promotions

Attacker (+20% attack, -20% defence)
Defender (-20% attack, +20% defence)

could be given differnt names, I sugjest Berzerker/Assault for the former and Stalwart/Stone Wall for the later. These both might need to go to 25% effect inorder to be significantly different from a level of Attacker/Defender which typicaly gives 15%-20% with no downside.

GIR
Jan 07, 2006, 04:04 PM
yes, i also think that 25% would be the better choice for Berzerker and Stalwart/Stone Wall.

edit:
and the "Attacker", "Defender", "Light" and "Heavy" Traits should be normal Promotions and not only "world builder" promotions like hero,...

Rabbit, White
Jan 07, 2006, 08:30 PM
I would like a clarification on one point I'm a bit dense on.
So the idea of the Attack I/II/III promotions is that you increase strength of unit (by 15%) but give it an equal penalty for defence on all terrains, so in essence it gains a bonus only to attacks, as oppose to the Combat promotion which increases both attack and defence, am I correct?
Also, shouldn't the penalty also include hills?

Exavier
Jan 07, 2006, 08:36 PM
Wow I am surprised this mod hasn't been updated since I merged it into my mod originally lol.

I look forward to more :P

Wadash
Jan 08, 2006, 06:28 PM
I really like your promotions, but I also felt that the "Hero" promotions should come by themselves.
So, since noone made that happen in a mod (well, maybe it would have helped if I asked someone :crazyeye: ) I have tried to make it myself, I hope you don't mind.

It works like this:
There is a 1 in 100 chance that a unit will get a free promotion per turn
any unit with more than 5 exp may get the Exceptional Promotion
any unit with Exceptional and more than 10 exp may get the Extraordinary Promotion instead
any unit with Extraordinary and more than 25 exp may get the Hero Promotion instead
any unit with Hero and more than 50 exp may get the Legendary Hero Promotion instead
also
Any empire may only have 16 Exceptional, 8 Extraordinary, 4 Hero and 2 Legendary Hero units at once.

If anyone is intested I have attached a zip file containing a python folder - put it inside the Promotions and Traits folder - in Assets or CustomAssets (depending on where you put it)
It should work, but please forgive me, this is my first time making a mod and first time using python too.

PS All numbers mentioned above can be easily modified if anyone wants them different.

jjsheets
Jan 08, 2006, 06:40 PM
I have done a similar thing in my personal modifications. Instead of randomly giving them out any time, tho, I give out the heroic style promotions randomly any time a unit wins a fight. There is about a one in twenty chance that a Unit will gain a heroic promotion, with extroardinary being by far the most commonly received one. The unit is also given a "Historic" promotion. The historic promotion is a simple +10% strength. The Heroic style promotions are reduced in strength by 10% each, but all other factors remain. Heroic Promotions go away after ten turns, at which time there is a one in five chance that a snaitf style Great General is spawned. All this is done with Python code in my modified CvEventManager file. When a Unit gains and loses the promotions and when the Great General is spawned, notification messages are given also.

I am probably going to reduce the chances of receiving the Heroic style promotions being given, as I am hoping to make some changes to the great general so that it specifically gives extra experience to new units when added to a city as a super specialist.

I may make my version available soon, but I really want it combined with my version of the great general. I'll also have to extract it from the other modifications I've made.

Zuul
Jan 08, 2006, 08:00 PM
light and heavy is cool (especially for tanks and naval units - heavy = königstieger or bismarck... : -) , but -20%strength is too less for light (+1 movement is really strong, so you should use a much "higher" value to compensate this)

Another thing to consider is that "heavy" military naval vessels are also faster than the norm because their larger engines had a better thrust-to-weight ratio than the average vessel of the type. This is true for both WW2 American and Japanese warships (BBs and CVs), and is still true today. Unlike on land, on water heavier = faster and lighter = much faster. However, prior to WW2 and especially prior to WW1 this wasn't true (engine technology wasn't as good) and heavy did mean slower.

yes, thats maybe right - it sounds reasonable.

but we have to choose between "more realistic" promotions and promotions which improve gameplay. in my opinion the light and heavy promotion are a great idea for certain units, but if you lose one movement (for example tank) you should get more than only 20% strength because it is only a little more than Attack I. (same for a tank with movement 3 because attack I would compensate the -20%)

it is different for naval units. for better game play i would use +2/-2 movement.... but this is only my opinion ;)
(because if you dont want to lose movement use attack and combat promotions only)

gir

Okey, I will make one type for land units and one for naval. But lighter ships do move faster (if they have same engines or sails that is) if you through out some things like half of the cannons :p (still same unit type, just different equipment).




']To avoid confusion with the Attack/Defence series the two promotions

Attacker (+20% attack, -20% defence)
Defender (-20% attack, +20% defence)

could be given differnt names, I sugjest Berzerker/Assault for the former and Stalwart/Stone Wall for the later. These both might need to go to 25% effect inorder to be significantly different from a level of Attacker/Defender which typicaly gives 15%-20% with no downside.

Yea your are right. But see below.




yes, i also think that 25% would be the better choice for Berzerker and Stalwart/Stone Wall.

edit:
and the "Attacker", "Defender", "Light" and "Heavy" Traits should be normal Promotions and not only "world builder" promotions like hero,...

Well eventually the perks/traits will be added in game, usualy when unit is built. I could add a similar promotion too though.




I would like a clarification on one point I'm a bit dense on.
So the idea of the Attack I/II/III promotions is that you increase strength of unit (by 15%) but give it an equal penalty for defence on all terrains, so in essence it gains a bonus only to attacks, as oppose to the Combat promotion which increases both attack and defence, am I correct?
Also, shouldn't the penalty also include hills?

Yes like I have expalined before, only extra on attack and no extra on defence. Also hills always have a terrain type like grass or tundra so it's also effected (and not on it's own a terrain like in Civ1+2+3)




Wow I am surprised this mod hasn't been updated since I merged it into my mod originally lol.

I look forward to more :P

Well I got too addicted to the game so I had to remove it for a while so I started eating again and other low priority things :p. I'm still too addicted so I have to uninstall it, for a while, again after this update lol.

Zuul
Jan 10, 2006, 01:42 PM
Have now added around half of the things I said. Will be finished in a day or so. Anyone else got any new ideas? Or want something changed?

Exavier
Jan 10, 2006, 01:56 PM
My only request... could you do me a favor and put the ones you change into a seperate file (even if its a text file) and PM me a link for it so I can merge it into my Composite mod easier... I have rewriten hald the files in my game so merging in more promotions could be difficult if you have them sorted alphabetically (which I think you did in the last release)

Zuul
Jan 10, 2006, 03:10 PM
Well added support for 3 new languages on all the promotions (that was added in patch 1.52). They are not sorted by name in the files (was in the readme before but not now). Also added info on which ones that are changed/added.

Exavier
Jan 10, 2006, 03:16 PM
hehe ok... I wouldn't worry about the new languages... if you look at them they are writen in english anyway... I think the v1.52 patch just did place holding for another update :P

Zuul
Jan 10, 2006, 04:05 PM
Not in english but all in french :p. But yea only added for future support.

Craig_Sutter
Jan 11, 2006, 07:06 AM
Hi, I've suggested a promotion in this thread:

http://forums.civfanatics.com/showthread.php?t=153154

Also, a similar promotion might be Coast Guard I and II, but bonuses in coast hexes - CG I, II would give similar bonuses to Guerrilla and Woodsmen.

Grand Stone
Jan 11, 2006, 08:32 AM
Firs of, I enjoy the light/heavy ide.

I have some idees regarding submarines, and possible cavallery etc. too.
These however probably requier python modifications:

Stealthy I: Submarines has a 50% probability to ignore detection, regardless if enemy has units with 'detect submarine'. Only available to submarine

Stealthy II: Submarines has a 75% probability to ignore detection, regardless
if enmy has units with 'detect submarines'. Only abailabel to submarines.

Sonar I: has a 25% probability to detect submarine. Also reduces the effect of submarines stealthy promotion by 25%. Available to sea units and marine troops(?) (land based sonar)

Sonar II: has a 50% probability to detect a submarine, and halfes the effect
of submarines stealthy promotion.

Strike (name???): Requier stealthy. The attacker may strike
an enemy of his own choice in the stack. Submarines has a 50% probability to strikes enemy transports instead of attacking the boats protecting the transport. (maybe something similar can be applied to light cavalery with some flanking promotions)

Attack Harbor (name?): requiers stealth promotion: submarines gets the ability to strike enemy ships in harbor. While doing so, enemy ships got -75% strength!

Zuul
Jan 12, 2006, 02:20 AM
Updated the mod to v0.5. See first post.
Added 27 promotions/traits/perks/effects.

Still you can only get traits/perks in worldbuilder, but next version will have some system for it (was thinking of adding it to current version but I have an headace and don't want to delay it much more).


Thanks for all suggestions. Added all that you can do with current xml. Will try to add the new effects with Phyton another time.

KGrevstad
Jan 12, 2006, 02:39 AM
Thanks, Zuul.

--Kristine

[to_xp]Gekko
Jan 12, 2006, 10:37 AM
I suggest you update your sig now, Zuul. ;)

Btw, is your nick the character from that very very old platform videogame? the candy-world one??

AWolfe
Jan 12, 2006, 01:46 PM
Gekko']Btw, is your nick the character from that very very old platform videogame?
Ghostbusters (the movie).

[to_xp]Gekko
Jan 12, 2006, 05:07 PM
Ghostbusters (the movie).

I wouldn't know... it has been a while since I've last watched it. :D

Zuul
Jan 13, 2006, 12:26 AM
Gekko']I suggest you update your sig now, Zuul. ;)

Done :-). And yea Zuul for ghostbusters. I thought it sounded so cool long long ago, and I started using it here for Civ4 (as my older nick Uthar was taken, maybe by me long ago :p).


Anyway, any feedback on the mod? Errors? Suggestions?
I have just started working on next version of the mod that will include python coding, like stack bonuses (more bonus the more units and different types of units on the same tile), and a way to get traits and perks.

AWolfe
Jan 13, 2006, 01:53 AM
Anyway, any feedback on the mod? Errors? Suggestions?
Great work! Thanks! I like Grand Stone's suggestions for submarine-related promotions. Stack bonuses sound interesting, but they might be tricky to balance.

[to_xp]Gekko
Jan 13, 2006, 10:10 AM
good job. I exspecially like the Defense promotions, and gotta love Drill 5 :D

GIR
Jan 13, 2006, 01:32 PM
...
- City Raider II: +35% city attack.
...
**Stalwart: +25% defence, +25% attack.
...


typo:
- City Raider II: +35% city attack. --> =25%
**Stalwart: +25% defence, +25% attack. --> = -25% attack
...

Zuul
Jan 13, 2006, 02:15 PM
Oki ty :-). Typo fixed.

ugignadl
Jan 14, 2006, 05:43 AM
Also, the woodsman promotions affect jungle tiles as well as forest (forest is with one r).

Zuul
Jan 14, 2006, 11:07 PM
Im almost finished coding the Stack Aid promotions. But now I have found a very unfortnatly thing. I can only have total 97 promotions else the game engine crash.

Original promotions: 41
New promotions: 38
Traits: 5 (Hero)
Perks: 5
Effects: 29 (5 RealFort, 24 Stack Aid)

This will make a total of 118 promotions and is way to much over 97.



Exavier confirmed this grave error, too many techs also makes the game crash. Futher he explain this is a fault of the Gamebryo Engine. Basicly the XML have a limit on the number of Siblings or entries you can add. It reads UnitInfos and BuildingInfos as if it was a core file (it reads the TEXT files as if they were just generic reference and loaded when needed
).

Firaxis might be able to be able to put a solution in a patch... they would just have to tweak the game to allow for multiple instances of a file.

But will they listen? I doubt it, they still havent fixed the very small bug I found very early, that change in movement cost is displayed very wrong with some huge number in unit info.

So until this happens, either this is the last mod I make for Civ4 becuase of the grave limitation. Or you can fix some with the SDK. But until then, should I remove some promotions so I can add the stack aid? Or let it be, though many would like it. Here is some info about it:


#Stack Aid:

**Mounted Aid I: +10% withdrawal chance.
**Mounted Aid II: +20% withdrawal chance, +5% strength.
**Mounted Aid III: +25% withdrawal chance, +10% strength.

**Archer Aid I: +1 first strike.
**Archer Aid II: +2 first strike, +5% city defence, +5% hill defence.
**Archer Aid III: +1 first strike chance, +2 first strike, +10% city defence, +10% hill defence.

**Melee Aid I: +10% strength.
**Melee Aid II: +20% strength.
**Melee Aid III: +30% strength.

**Siege Aid I: +1 first strike chance, +10% city attack.
**Siege Aid II: +2 first strike chance, +15% city attack.
**Siege Aid III: +1 first strike chance, 1 first strike, +20% city attack.

**Scout Aid I: +1 first strike chance, +5% withdrawal chance, +5% strength.
**Scout Aid II: +2 first strike chance, +10% withdrawal chance, +10% strength.
**Scout Aid III: +1 first strike chance, 1 first strike, +15% withdrawal chance, +15% strength.

**Gun Aid I: +1 first strike chance, +5% city attack, +5% city defence.
**Gun Aid II: +2 first strike chance, +10% city attack, +10% city defence.
**Gun Aid III: +1 first strike chance, 1 first strike, +15% city attack, +15% city defence.

**Armor Aid I: +10% strength, +5% city attack.
**Armor Aid II: +20% strength, +10% city attack.
**Armor Aid III: +30% strength, +15% city attack.

**Helicopter Aid I: +1 first strike chance, +5% withdrawal chance, +5% strength.
**Helicopter Aid II: +2 first strike chance, +10% withdrawal chance, +10% strength.
**Helicopter Aid III: +1 first strike chance, 1 first strike, +15% withdrawal chance, +15% strength.


#Fiendly unit needed - same tile for defence or adjestent tiles to the defender for an attack:
# Aid I: 1 unit 50%-99%, or 2 unit 25-49%, or 4 units 10-24%.
# Aid II: 1 unit 100%-199%, or 2 unit 50%-99%, or 4 units 25-49%.
# Aid III: 1 unit 200%>, 2 unit 100%-199%, or 4 units 50-99%.


#Even more future work:

**City Aid I: +10% withdrawal chance, no river penalty, +1 first strike chance, +5% strength.
**City Aid II: +20% withdrawal chance, no river penalty, +2 first strike chance, +10% strength.
#Fiendly unit needed with City Barricade:
# Aid I: 1 unit City Barricade III, or 2 City Barricade II, or 3 City Barricade I.
# Aid II: 1 unit City Barricade IIII, or 2 City Barricade III, or 3 City Barricade II.


**Crouded I: +1 movement cost, -10% strength, -1 first strike chance.
**Crouded II: +1 movement cost, -15% strength, -2 first strike chance.
**Crouded III: +2 movement cost, -20% strength, -2 first strike chance.
#Many units in same tile. Crouded I: 10 units, Crouded II: 15 units, Crouded III: 20 units.


Can someone else confirm this grave error? If they can, then this game isn't at all as moddable as I first beleaved, little over double amount of original things isn't much.

Zuul
Jan 14, 2006, 11:42 PM
I have uploaded a new version if someone want to test my Stack Aid.
Check first post.

It's not finished because I would need to add 21 more promotions to make it work fully but it looks like you can only have max 97 promotions.

GeneralMikeIII
Jan 15, 2006, 08:29 PM
About the aid promotions, do you need to buy those with experience, or will they be automatic, like the fort bonuses? And I don't know if I like the crowded bonuses too much. Each one of those tiles represents quite a large amount of space, especially if it is some kind of field. Maybe for cities it would be a good idea (I am kinda sick of the AI stacking 20 units in a city). Maybe jungles and forests too, but I think that should be it.

Also, I had a suggestion for the traits and how you could tie them in. Maybe it could be an automatic with a certain level. For example, a unit would get the exceptional trait when it gets to level 4 (10 XP), then the other ones at higher levels. This is what I have been doing with the world editor (a little bit of a side note: how do I edit the XML files? Do I need to download something? I wanted to make the limit for XP from barbs higher than 10, but I opened the XML file and my computer treated it like an internet site. I could highlight and read the things but I couldn't change them. What am I missing (I'm really new at this editing thing)). I think the auto-promotion is a good idea because as a unit fights, it is going to gradually get better. I know this is the principle the promotions system tries to address in the first place, but in cIV a unit could theoretically win 17 battles (or more) and still not have any bonuses to it's strength, if the player chooses sentry and other promotions that don't impact strength. Plus, this would make it more important to keep well trained units. Also, I can't think of many other good ways to include the traits promotions, and they were a very good idea that deserves to be added. The suggestion earlier to have them come up randomly after a certain level was a very good idea too, but I think this is a little simpler and more predictable. IMHO, either would be a good idea.

Next, I wanted to say I liked the other suggestions made by other people. I really liked the stealthy, sonar, strike and attack harbor promotions. I don't use subs much, but this could really make them worth it.

Lastly, a few pages ago I made a suggestion about a field general promotion. The aid promotions seem to do a lot of the same thing, but maybe the general could enhance that? No one really responded to it at all; I'm not sure if people forgot about it or if they just thought it was so stupid they didn't want to acknowledge it.

BTW, I haven't tested the last few versions, so I am sorry if anything I said has already been addressed (I am home for break, and we only have a dial-up modem. Good enough for most things, but not downloading)

AWolfe
Jan 15, 2006, 08:34 PM
XML files are plain text. Rather than double-clicking them, open your editor first and then use the program's File Open dialog. It's easier still if you have configured your Windows Explorer to be able to do a right-mouse-button menu "Send To" to your editor.

Zuul
Jan 16, 2006, 04:03 AM
GeneralMikeIII: Promotions have a predefined sets of abileties, I have added most promotions that are possible. Many of the ideas people have suggested are not possible without adding more than just xml (even though the ideas are very good).

Because of the limitation of max 97 different promotion in total in the xml file, im thinking or redoing all promotions to remove some and combind some (even the the original ones), so I can include the stack Aid. I also think I should make all promotions a bit better, like +15% instead of +10% from Combat I (between original and Fall of Heaven), to make experienced unit survive longer.

Pfeffersack
Jan 16, 2006, 12:02 PM
@ 97 promotions problem

Do you have a save to reproduce the crash? This would be extremly useful for fixing it...

Zuul
Jan 16, 2006, 12:26 PM
Just uncomment "Archer Aid I" last in the CIV4PromotionInfos.xml (remove the <!-- -->) in version 6 of the mod. You can start the game and look in civiliopedia, but when you start a new game or load, the game crash.

And to be sure this is no xml error, just comment any of the other promotions and it will work again (with archer aid, and other ones as long as it's max 97 of them in total)

Zuul
Jan 17, 2006, 06:47 AM
Here is a list of the new promotion bonuses I think I will make. If someone have any suggestions about this please say so now before I start editing the files.



Combat I: +15% strength.
Combat II: +15% strength.
Combat III: +15% strength.
Combat IV: +15% strength.
Combat V: +15% strength.
Combat VI: +20% strength.

Attack I: +22% attack.
Attack II: +22% attack.
Attack III: +22% attack.
Attack VI: +34% attack.
Defence I: +22% defence.
Defence II: +22% defence.
Defence III: +22% defence.
Defence IV: +34% defence.

Ambush I: +40% vs. Armoured Units.
Ambush II: +50% vs. Armoured Units.
Charge I: +40% vs. Siege Weapons.
Charge II: +50% vs. Siege Weapons.
Cover I: +40% vs. Archery Units.
Cover II: +50% vs. Archery Units.
Formation I: +40% vs. Mounted Units.
Formation II: +50% vs. Mounted Units.
Pinch I: +40% vs. Gunpowder Units.
Pinch II: +50% vs. Gunpowder Units.
Shock I: +40% vs. Melee Units.
Shock II: +50% vs. Melee Units.

Guerilla I: +40% hill defence.
Guerilla II: +40% hill defence, double movement on hills.
Woodsman I: +40% forest/jungle defence.
Woodsman II: +40% forest/jungle defence, double movement in forrest.
Arctic Combat: +50% tundra & ice defense, double movement in tundra & ice.
Desert Combat: +50% desert defense, double movement in desert.
Fieldsman: +20% grass & plains defense, double movement in grass & plains.

Accuracy I: +15% City Bombard Damage.
Accuracy II: +20% City Bombard Damage.
Amphibious: No penelty attacking from water & over rivers, +15% attack.
Barrage I: +30% collateral damage.
Barrage II: +40% collateral damage.
Barrage III: +50% collateral damage.
Blitz: Multiple attack.

Drill I: +2 first strike chance.
Drill II: +1 first strike chance, +1 first strike.
Drill III: +2 first strike.
Drill IV: +1 first strike chance, +2 first strike.
Flanking I: +15% withdrawal chance.
Flanking II: +15% withdrawal chance.
Flanking III: +15% withdrawal chance, immune to first strikes.

Medic I: +7% heal same tile, +3% heal adjecent tile.
Medic II: +7% heal same tile, +3% heal adjecent tile.
Medic III: +11% heal same tile, +4% heal adjecent tile.
Heal: +12% friendly lands, +10% neutral lands, +8% enemy, defence +10%.
March: Heals when moving, +5% attack.

Mobility: -1 movement cost, +10% attack.
Navigation I: +1 movement for Naval Units.
Navigation II: +1 movement for Naval Units.
Speed: +1 Movement for Mounted & Armor units (need Flanking III or Combat4).
Commando: Can use enemy roads, +10% attack.

Sentry I: +1 Visibility Range.
Sentry II: +1 Visibility Range (Naval & Helicopter units).
Sentry III: +1 Visibility Range (Naval & Helicopter units).


# Traits (green):
Exceptional: +20% strength, +5% withdrawal chance, heals +4% neutral & enemy lands lands.
Extraordinary: +35% strength, +10% withdrawal chance, heals +5% neutral & enemy lands, +1 first strike chance.
Hero: +50% strength, +15% withdrawal chance, heals +6% neutral & enemy lands, +2 first strike chance.
Legendary Hero: +70% strength, +20% withdrawal chance, heals +8% neutral & enemy lands, +3 first strike chance.
Avatar: +100% strength, +25% withdrawal chance, heals +10% neutral & enemy lands, +4 first strike chance.

# Perks (violet):
Light: +1 move, -40% strength, +10% withdraw (Land).
Light: +2 move, -40% strength, +10% withdraw (Naval/Helicopter).
Heavy: +1 movement cost, +40% strength, -10% withdraw (Mounted/Armor/Naval/Helicopter).
Berzerker: +40% attack, -40% defence.
Stalwart: +40% defence, -40% attack.

# Effects gained in Forts (defence 50%).
Fort I: No penatly attacking over river, +15% withdrawal chance, +10% attack.
Fort II: Immune to first strike, +1 visibility range, +10% friendly heal rate (Optics).
Fort III: +1 first strike chance, +10% withdrawal chance (Steel).
Fort IV: +1 visibility range, +1 first strike chance, +10% withdrawal chance, +10% attack (Mass Media).


# Effects gained by stacks (Speey = Mounted, Range = Archer/Gunpowder, Heavy = Melee/Armour, Scout = Recon/Helicopter.
Speedy Aid I: +10% withdrawal chance, +5% strength..
Speedy Aid II: +20% withdrawal chance, +10% strength.
Speedy Aid III: +25% withdrawal chance, +15% strength.

Ranged Aid I: +1 first strike, +5% city defence, +5% hill defence.
Ranged Aid II: +2 first strike, +10% city defence, +10% hill defence.
Ranged Aid III: +1 first strike chance, +2 first strike, +20% city defence, +20% hill defence.

Heavy Aid I: +15% strength.
Heavy Aid II: +30% strength.
Heavy Aid III: +45% strength.

Siege Aid I: +1 first strike chance, +15% city attack.
Siege Aid II: +2 first strike chance, +30% city attack.
Siege Aid III: +1 first strike chance, 1 first strike, +45% city attack.

Scout Aid I: +1 first strike chance, +5% withdrawal chance, +5% strength.
Scout Aid II: +2 first strike chance, +10% withdrawal chance, +10% strength.
Scout Aid III: +1 first strike chance, 1 first strike, +15% withdrawal chance, +15% strength.

Crouded: +1 movement cost, -25% strength, -20% withdrawal chance, -3 first strike chance, -2 first strike.



Other recomanded changes:
Fort defence: 25% -> 50%
Upgrade xp keep: 10 -> 40
Animals max xp: 5 -> 8
Barbarians max xp: 10 -> 20


Total 91 promotions (6 more to the 97 limit).

Pfeffersack
Jan 17, 2006, 04:37 PM
A stupid question...how to install the mod? Or perhaps rather...how to start it? I wanted to test out the too-many-promotion crash, but I simply cannot get the mod running.Both 0.5 and 0.6 does not seem to include a main mod file, so I don't know what to after putting the files in "my Documents/.../.../" Do I miss a file or is the "Load Moad" option the wrong way to start the mod?

Impaler[WrG]
Jan 17, 2006, 05:51 PM
I dont see the logic behind Fort IV, I know its something you added when you incorporated the RealFort Mod, Mass Media having military aplications is :crazyeye:

Perhaps Radio or Combustion or even Physics seems like a better option

I would rather see the original traits remain the same or if anything to be streamlined to just a single effect, none of this +5% kinda dangling off the main bonus stuff.

Fieldsman should have a negative Hill and Forest Modifier to cancel out the bonus in thouse environments, that would truely make it a Flat field oriented combat abilitity and would balance it out.

I think you might want to drop Hero/Avatar things as their not normaly usable, I think you said they were only for people making Senarios, the normal game realy takes precedence now that we see theirs a limit on the number of promotions. And the same effects could be duplicated by giving a combination of other promotions.

I dont understand at all the workings of these "Aid" promotions, they look rather redundant, could you clarify them?

GeneralMikeIII
Jan 17, 2006, 06:54 PM
Do I miss a file or is the "Load Moad" option the wrong way to start the mod?

Its the wrong way.

If you put the file in the customassets folder you don't really have to "load" it, it starts automatically. Just startup a game, and it should be right there.

Zuul
Jan 18, 2006, 01:55 AM
']I dont see the logic behind Fort IV, I know its something you added when you incorporated the RealFort Mod, Mass Media having military aplications is :crazyeye:
Perhaps Radio or Combustion or even Physics seems like a better option

Well I wanted this when you got the radar but there is no tech for this.



']I would rather see the original traits remain the same or if anything to be streamlined to just a single effect, none of this +5% kinda dangling off the main bonus stuff.

Do you for example mean the extra +10% attack to the amphibious trait? Well that promotions is to weak on it's own, it need to be better else people would never use it.



']Fieldsman should have a negative Hill and Forest Modifier to cancel out the bonus in thouse environments, that would truely make it a Flat field oriented combat abilitity and would balance it out.

Good idea, I will remove extra defencive bonus you get from Fieldsman/Arctic Combat/Desert Combat in Hills/Forests. But you can't easily remove the extra movement without having to code extra python.



']I think you might want to drop Hero/Avatar things as their not normaly usable, I think you said they were only for people making Senarios, the normal game realy takes precedence now that we see theirs a limit on the number of promotions. And the same effects could be duplicated by giving a combination of other promotions.

Yes I will make 2 version of the mod, one with all things and one with just the promotions. But in the version after this one I will add hero support fully to the mod.



']I dont understand at all the workings of these "Aid" promotions, they look rather redundant, could you clarify them?

They are not redudant at all. When it works as it should, it will makes stacks having many different types of units better than just those that have one sort. They all help out eachother. Scouting for better info in where and how the enemy army is placed, mounted units to hit the enemy in the flank and so on.

But it will also give some negatives if the stack is too large so you wont go around destroying everything with a Stack of Death. So a large crouded stack will be slower in movement and responce to attacks.

[to_xp]Gekko
Jan 18, 2006, 10:48 AM
They are not redudant at all. When it works as it should, it will makes stacks having many different types of units better than just those that have one sort. They all help out eachother. Scouting for better info in where and how the enemy army is placed, mounted units to hit the enemy in the flank and so on.

But it will also give some negatives if the stack is too large so you wont go around destroying everything with a Stack of Death. So a large crouded stack will be slower in movement and responce to attacks.

I like this man, I like it a lot. having stack combat would be even better, but this system of promotions is lightyears better than the vanilla combat system. keep it up ! :goodjob:

Zuul
Jan 18, 2006, 11:05 AM
Ah thanks, you are the first for a long time to show some interest. Now I get more energy to compleate it.

[to_xp]Gekko
Jan 18, 2006, 03:29 PM
Don't be negative, there are lots of people that care about your mod, it's just that not ALL of them post on here for every new update ;)
Your mod has been included in many great modpacks and this alone means your work is appreciated... I for one have included your 0.5 version in my very own modpack (it's almost done, but I have no place to upload it to, lol ) and waiting for 0.7 :D

GeneralMikeIII
Jan 18, 2006, 03:50 PM
Gekko']Don't be negative, there are lots of people that care about your mod, it's just that not ALL of them post on here for every new update ;)
Your mod has been included in many great modpacks and this alone means your work is appreciated.

Yeah, what he said.:goodjob:

Kael
Jan 18, 2006, 04:44 PM
Zuul, I took my mod up to 102 promotions and didn't have any problems. I even applied them all to one unit (that was one buff unit!) using the worldbuilder without a problem.

Where do you see the crash?

It could be that the crash is because the file is beyond a certain size or some such, but it doesn't appear to be a hard limit of 97. If you want to PM me your promotion file I will switch it into my mod and see if the crash still occurs.

SilentMage
Jan 18, 2006, 07:18 PM
I recently updated my Promotions and Traits mod to 0.5. After making the change everything seemed fine until I attempted to load one of my saved games (which were created while using version 0.4:

http://img.villagephotos.com/p/2004-9/835448/runtime.jpg

This message pops up once it starts loading a saved game, which never happened before. Now I can't load any of my saved games!

The game worked just fine up until today, when this error came up. I know this might be related to this mod because up until I upgraded the mod everything worked fine. In addition, I attempted to start a new game instead of loading an old one and, yup, the game works perfectly!

Any thoughts on why this is, or if anyone else had experienced an error like this after upgrading from 0.4 to 0.5? I'd really like to finish my game as Ghandi. :cry:

Kael
Jan 18, 2006, 07:44 PM
I recently updated my Promotions and Traits mod to 0.5. After making the change everything seemed fine until I attempted to load one of my saved games (which were created while using version 0.4:

http://img.villagephotos.com/p/2004-9/835448/runtime.jpg

This message pops up once it starts loading a saved game, which never happened before. Now I can't load any of my saved games!

The game worked just fine up until today, when this error came up. I know this might be related to this mod because up until I upgraded the mod everything worked fine. In addition, I attempted to start a new game instead of loading an old one and, yup, the game works perfectly!

Any thoughts on why this is, or if anyone else had experienced an error like this after upgrading from 0.4 to 0.5? I'd really like to finish my game as Ghandi. :cry:

New anything invalidates save games. New units, new promotions, new buildings, anything. Think of it this way, a save game is a list of pointers (not a explicit list of all the objects and there properties), the pointers assume that the database (all of the xml they refer to) is the same. If its not the game crashes.

Or if you would prefer you could look at it from the perspective that Firaxis should have put a UID on all of the objects instead of just using the order they are in the files as the reference.

SilentMage
Jan 18, 2006, 07:57 PM
New anything invalidates save games. New units, new promotions, new buildings, anything. Think of it this way, a save game is a list of pointers (not a explicit list of all the objects and there properties), the pointers assume that the database (all of the xml they refer to) is the same. If its not the game crashes.

Or if you would prefer you could look at it from the perspective that Firaxis should have put a UID on all of the objects instead of just using the order they are in the files as the reference.

So if I want to finish my Ghandi game, I'll have to bump back my Promotions and Traits mod back to 0.4. :( I guess I'll do that, cuz I am THIS CLOSE to getting a diplo victory with him. Thanks for the info Kael.

I'll use 0.5 once I finish this game.

Zuul
Jan 18, 2006, 09:16 PM
Zuul, I took my mod up to 102 promotions and didn't have any problems. I even applied them all to one unit (that was one buff unit!) using the worldbuilder without a problem.

Where do you see the crash?

It could be that the crash is because the file is beyond a certain size or some such, but it doesn't appear to be a hard limit of 97. If you want to PM me your promotion file I will switch it into my mod and see if the crash still occurs.


Yes it could be the size (excluding uncommented stuff). I will check the crash again after I have updated the mod, and give you info how to reproduse it if it's still in.

Kael
Jan 18, 2006, 09:17 PM
Yes it could be the size (excluding uncommented stuff). I will check the crash again after I have updated the mod, and give you info how to reproduse it if it's still in.

Sounds good, let me know.

Zuul
Jan 19, 2006, 12:32 AM
Have now rewritten all the promotions and made a fast playtest. Now I only have to finish the stack aid before I will release this update.

GeneralMikeIII
Jan 19, 2006, 09:29 AM
Hey Zuul, I was looking around in the XML files and found a spot where you can change the XP cap vs animals. It made me think of a new promotion: Crocodile Hunter! +200% vs. animals. The little graphic for the promotion could be a khaki outfit and when you give the promotion to a unit is would say "Crikey!":lol:

Kinda a waste of a promotion, especially since animals are only around for the first 20 turns or so, but maybe if you get around this 97 max thing it would be a neat little humor thing to add in.

Zuul
Jan 19, 2006, 02:06 PM
I have finished the Stack Aid and it seems to work very well. Im currently playtesting and optimicing. Total promotions are up to 96 (so just one more you can have if there is a 97 max, I will test the max more later on).

Zuul
Jan 19, 2006, 05:33 PM
Added new version 0.7. The Stack Aid works well but has some minor bug.
Will add promotion only version some other day. Check first post for more info.

GIR
Jan 20, 2006, 12:53 AM
very very great work! thx :goodjob:

but why have the amphibious promotion a -10% defense penalty? (also march, commando, mobility,mobility aid1-3, fort bonus1: -5/...-15%)

edit:
i love the crowded aid, maybe a crowded II would be also cool :)

edit2:
how does this work? --> Effects gained in Forts (and Fort I can be gained in cities that has both defenders and attackers).

Zuul
Jan 20, 2006, 01:45 AM
Thanks GIR :-).

It's attack only, so +10% strength -10 defence gives only extra when attacking and no extra when defending.

I have play tested some more and found a couple of bugs. When you pillage a fort it still gives bonus, sometimes you get wrong Stack Aid (maybe it has to do with goto).

Yes I will expand the Crowdness, but as there seems to be a limit to amount of promotions you can have i was thinking if it got crouded enough you start loosing the Stack Aids. And finaly when the stack is big enough, more can't join.

GIR
Jan 20, 2006, 02:01 AM
"It's attack only, so +10% strength -10 defence gives only extra when attacking and no extra when defending."
got it :)

"Yes I will expand the Crowdness, but as there seems to be a limit to amount of promotions you can have i was thinking if it got crouded enough you start loosing the Stack Aids. And finaly when the stack is big enough, more can't join"
i dont think it is a good idea to prevent some1 from making big stacks (i dont like such rules like the "cant nuke myself" rule) - the idea with the loosing stack aids is brilliant.

how does this work? --> Effects gained in Forts (and Fort I can be gained in cities that has both defenders and attackers).
dont work in my cities...

GIR
Jan 20, 2006, 02:02 AM
double post - delete me.............

Zuul
Jan 20, 2006, 03:09 AM
i dont think it is a good idea to prevent some1 from making big stacks (i dont like such rules like the "cant nuke myself" rule)

Well finially a tile should have too much armies on it so no one can physically join. But I guess I should wait with that.


how does this work? --> Effects gained in Forts (and Fort I can be gained in cities that has both defenders and attackers).
dont work in my cities...

Well it will be released in next version, forgot to remove that info and move it to just future work.

SilentMage
Jan 20, 2006, 04:10 PM
Quick question regarding the effects gained by stacks:

In order to gain the benefits of a stack aid, must you have at least 2 of any single type of unit in order to get it, or must you simply have at least 2 units on a single tile to gain the benefits?

An example: if I have a Scout and an Archer on a single tile would they gain Scout Aid I and Ranged Aid I? Or would I need at least 2 Scouts and 2 Archers in order to gain Scout Aid I and Ranged Aid I?

EDIT: Not to sound picky or anything, but maybe you should include in the readme file how many units are needed in order to benefit from Stack Aids II and III. You can never have too much detail available. :)

Zuul
Jan 20, 2006, 07:28 PM
#Fiendly unit needed - same tile for defence or adjestent tiles to the defender for an attack:
# Aid I: 1 unit 50%-99%, or 2 unit 25-49%, or 4 units 10-24%.
# Aid II: 1 unit 100%-199%, or 2 unit 50%-99%, or 4 units 25-49%.
# Aid III: 1 unit 200%>, 2 unit 100%-199%, or 4 units 50-99%.

Well this info is in the textfile. But it's a bit wrong, you still wont gain anything from adjestent tiles. Was thinking about adding it but havent yet and dont know it if will work ok.

Anyway the % is af the strength of the unit that gains the Stack Aid.

So for an Swordsman to gain Scout Aid II you will need 2 Explorers (6 vs 4+4 str). For an Swordsman to gain Heave Aid III you will need 4 Swordsman, 1 is not counted because its itself, and 3 more is needed because you need more than double strength to get the effect.

Zuul
Jan 22, 2006, 10:52 PM
No more tested this version? No feedback or suggestions?

GeneralMikeIII
Jan 23, 2006, 08:23 AM
Sorry Zuul, but I haven't been able to test your new version yet.

I really like Exavier's composite mod project, but since your newest version didn't make it in before release, I haven't been able to try it yet. I'm sure there are others in my situation, too. If you know a way I can put your mod into Exavier's, I'd greatly appreciate you explaining it to me. Your new version looks very promissing, especially the stack aid stuff. I was rather disappointed when I found out it didn't make it in Exavier's new release.

GIR
Jan 23, 2006, 10:50 AM
are you able to fix the Stack Aid bugs?

[to_xp]Gekko
Jan 23, 2006, 11:07 AM
I myself am waiting for the news that the mod is bug-free to include it in my modpack :)

Zuul
Jan 23, 2006, 11:58 AM
Well hard to fix the bugs when no ones gives a bug report :p. Also there are some things I don't know but no one replies:
http://apolyton.net/forums/showthread.php?s=&threadid=140611&pagenumber=3

[to_xp]Gekko
Jan 23, 2006, 12:33 PM
well, I can't help you on your link-related question cuz I know zero about python... If I will soon have the chance to test your new version, I'll let you know ;)

GIR
Jan 23, 2006, 01:42 PM
ok, one example: (maybe i only dont get the rules behind the aids)

r=ranged aid; h=heavy aid; m=mobility aid; s=scout aid

if i have a stack, they heve this aid s:

maceman (r1)
longbowman (h2; m1)
chariot (h2; r2)
scout (s1; h3; r3; m3)
scout (s1; h3; r3; m3)

for example i dont get why the longbowman have the h2 aid? (same goes for the chariot..., dont the stack need 3 Melee/Armour units for (h2)? )

or:

Modern Armore (s1; h1; r1)
Modern Armore (s1; h1; r1)
Mech. inf (s1; h3; siege aid 1)
Gunship (h3; r2; siege aid1)
Artillery (s2; h3; r2)

i dont get why one unit get a aid promotion (and when aid1, aid2 or aid3...)
is this a bug - if not, plz explane the rules behind this

ps: i really like the ideas of aid promotions!!!:goodjob:

Zuul
Jan 23, 2006, 10:46 PM
The more the unit has in strength the less help it gets from others (if they dont have even more strength).

You need more than double strength of one unit type to gain the Aid III. A longbowman needs more than 12 total stength (eg one 13 or two 7) from other types or more than 18 from same type (becasue it doesnt count itself).
And an modern armour needs 80+, and so on.

GIR
Jan 23, 2006, 11:39 PM
yes, after my post i looked at the python code and now it is clear (more or less).

Xanthra
Jan 24, 2006, 01:00 PM
At first I was skeptical about your mod, it does seem a bit over the top at first but I thought what the hell I'll give it a try, now Im addicted to giving the promo's out, I cant wait for the next one. lol


good one! thnx

Lloyd
Jan 26, 2006, 07:41 AM
Hi

does mod 0.5 change any of the original content?

Also are there entries for civelopedia covering the benefits of new promotions which you have introduced?

Thanks

Zuul
Jan 26, 2006, 11:00 AM
v0.5 doesn't change anything only add.
v0.7 does change promotions. Making them a bit better and more streamlined.
Haven't added any civelopedia, maybe I should. Especially about forts and stack aid.

[to_xp]Gekko
Jan 26, 2006, 11:47 AM
v0.5 doesn't change anything only add.
v0.7 does change promotions. Making them a bit better and more streamlined.
Haven't added any civelopedia, maybe I should. Especially about forts and stack aid.

I agree. all the other promotions are easy enough to understand, but the dynamics behind stack aid must be thorougly explained in order to be understood by new players ;)

GeneralMikeIII
Jan 26, 2006, 06:25 PM
I really like your promotions, but I also felt that the "Hero" promotions should come by themselves.
So, since noone made that happen in a mod (well, maybe it would have helped if I asked someone :crazyeye: ) I have tried to make it myself, I hope you don't mind.

It works like this:
There is a 1 in 100 chance that a unit will get a free promotion per turn
any unit with more than 5 exp may get the Exceptional Promotion
any unit with Exceptional and more than 10 exp may get the Extraordinary Promotion instead
any unit with Extraordinary and more than 25 exp may get the Hero Promotion instead
any unit with Hero and more than 50 exp may get the Legendary Hero Promotion instead
also
Any empire may only have 16 Exceptional, 8 Extraordinary, 4 Hero and 2 Legendary Hero units at once.

If anyone is intested I have attached a zip file containing a python folder - put it inside the Promotions and Traits folder - in Assets or CustomAssets (depending on where you put it)
It should work, but please forgive me, this is my first time making a mod and first time using python too.

Wow, this is a really good idea.:goodjob:

Care to explain what you changed though? I use Exavier's composite mod, and it ignores stuff I have in the customassets folder. Because of that, I have to manually write into the code in his mod's folder any changes that I want that he didn't put in himself. I was actually hoping Zuul would work this in to his newest update, but it doesn't look like he did (which is understandable, given all the other changes he had to get in. Actually, I'm quite impressed with the whole promotions and traits project:goodjob:, so I can't complain about something as small as this).

Anyway, if you could just give me step-by-step on what you changed, I should be able to make these changes myself. I've never worked with python, but it's still a text format right? So it can't be too much different than XML, which I kinda got the hang of now.

And also: when you said there is a chance of a unit getting a free promotion, is it calculated for each unit, or only once a turn (can more than one unit get a promotion in a single turn/ if I have 100 units, sould one of them get a promotion each turn)?

btw, welcome to the CFC!!!

btw again, @Zuul, maybe you could add this in for next release;)

Zuul
Jan 27, 2006, 04:03 AM
Tried to recreate the max 97 promotions error, but I added up to 112 without any error. Sorry about the fuss, don't know what caused the error before.

Working on a animal mod right now but I will update this mod soon with bug fixes and some chances to get traits and perks. Maybe even re-add some of the extra promotions I removed in last version now that there doesn't seems to be any max.

[to_xp]Gekko
Jan 27, 2006, 07:25 AM
Tried to recreate the max 97 promotions error, but I added up to 112 without any error. Sorry about the fuss, don't know what caused the error before.

woooo hooo!!! that's great to hear!! :goodjob: :goodjob:

AWolfe
Jan 27, 2006, 10:30 AM
Maybe even re-add some of the extra promotions I removed in last version now that there doesn't seems to be any max.
Please do!

Wadash
Jan 27, 2006, 01:25 PM
@GeneralMikeIII

Thanks - I didn't think anyone liked this.

You need the file HeroicUnits.py and you need to modify the file CvCustomEventManager.py

I have attached the files for you, just put them in the python folder in the mod. (CompositeModHeroUnits.zip)
The other attachment is for anyone not using composite mod, who want's to play with my code.

I have changed when the promotions are given: just after combat. I think this makes more sense.
The Avatar promotion didn't make it into Exavier's composite mod yet, so I commented it out of the CompositeModHeroUnits.zip file.

Remember, you can open the file HeroicUnits.py if you want to play with the numbers, have fun :D

Kushan
Jan 27, 2006, 03:09 PM
Broken Link? Link on the first post dont seem to work.

Kushan

Amask
Jan 27, 2006, 10:41 PM
nope it doesn't


Zuul, could you please combine your mod with this:
http://forums.civfanatics.com/showthread.php?t=151492 - i believe only the CvCustomEventManager is conflicting, but I have no idea how to fix it

Zuul
Feb 02, 2006, 10:46 AM
Started working on this mod again today. A couple of bugfixes and added chance to get perks on unit creation. Will now make more perks.

Will eventually add my own versions of things like auto promotions and training.
Yea don't know why that link doesn't work. But the other one works so no real problem. Don't have the energy to fix it :p.


Edit:
Added a few perks and hero support. :)
Will now add chance to get normal promotion on unit creation.

GIR
Feb 02, 2006, 10:16 PM
good news :goodjob:
i hope you will finish your next version before Sevo's Civ Fanatics Fusion 3.0 is available.

[to_xp]Gekko
Feb 04, 2006, 05:07 AM
keep up the good work Zuul, I'm definitely looking forward to addind the next version of your mod to my "compilation" ;)

Zuul
Feb 04, 2006, 07:19 AM
Version 0.8 released. Check first post.

Thanks both of you :-).

GeneralMikeIII
Feb 04, 2006, 09:43 AM
I had an idea for the heavy/light perks. You could add new units, which would automatically get those upgrades on creation (ex. on the build screen, instead of just "knight", there would also be "heavy knight" and "light knight". Same for all the other cavalry and tanks and ships and helicopters). The heavy units should probably be a little more expensive, to represent the additional time needed to make the armor and the extra training needed. The light units could be a little cheaper, so they would be kinda like conscript/militia units that weren't quite so heavly armed or well trained. I know I've seen a lot of threads with people asking for more units, so this would add quite a bit of variability over what there is in Vanilla cIV. Just an idea.

O.O. Howard
Feb 04, 2006, 06:00 PM
Would someone explain the difference? Or direct me to where I can read the difference between promotion and perk and whatever 'effects'? I would like to come up with some creative ideas but i need to understand basically what can be done, and what is exclusive of eachother.

Thanks

GIR
Feb 04, 2006, 09:09 PM
@GeneralMikeIII:
if you create a new unit there is no need for that promotion. the great thing with the "perks" is that you have some kind of new unit without creating a new one.
i think it should stay like it is.

@O.O. Howard:
the best way is to test it (with the help of the world builder - and read the promotions.txt in the download folder).
my english isn't very well therefore i always try to make short answers, but if you still have questions i will try to help ;)

Zuul
Feb 05, 2006, 03:57 AM
Well it's me that came up with the different names.

"Promotions" (blue) you can get with experience points just like normal.
"Perks" (violet) is features that the unit start with that both has something good and something bad to balance it.
"Traits" (green) is features that the unit start with that is only beneficial.
"Effects" (gray) can a unit only get under a certain condition, like being in a fort.

Is actually one more:
Bad effects/bad traits (red).

And im thinking on adding a (yellow) in a future version when I will add the new xp system.


But all these are actually promotions in the xml code. But my python code treat them differently.

Zuul
Feb 05, 2006, 09:46 AM
Got too adicted to this game again. Will take a 4 week break. Will not update this mod in that time. Looks like not many are using it anyway. The SDK will probably be released when I come back. Take care and good bye.

Go ahead and combind this mod with others. I will probably check ones every week to see if anyone got any questions.

[to_xp]Gekko
Feb 05, 2006, 09:54 AM
It's great to see a new version out, although now it will take me some time and effort to combine it with my mod :D

I do have a couple questions: is the 0.5 version available now identical to the one that came out a while ago?
moreover, did that 0.5 which came out a while ago have all the promotions that are in the 0.8 version? ( I'm thinking of Stack Aid for example...)
thanx in advance for your answers, GREAT WORK!! :goodjob:

Spocko
Feb 05, 2006, 12:45 PM
Thanks, Zuul.

I'm going to cook this into my own mod fusion. Cheers!

GIR
Feb 05, 2006, 12:48 PM
some suggestions for the next release:

i think the "Traits" (green) should be gained by battles (very small chance) and not by unit creation.
second, in my opinion the chances for the free promotions (at unit creation) are maybe a little too high because i often have units with three kickass promotions.

hope you will continue your work - and thx for sharing!

AWolfe
Feb 05, 2006, 01:48 PM
Looks like not many are using it anyway.
Not true. ;)

zyphyr
Feb 05, 2006, 10:41 PM
I can't say how many are using it, but I just started actively seeking mods and I have quickly come to love this one.

Zuul
Feb 07, 2006, 09:01 PM
Gekko']I do have a couple questions: is the 0.5 version available now identical to the one that came out a while ago?
moreover, did that 0.5 which came out a while ago have all the promotions that are in the 0.8 version? ( I'm thinking of Stack Aid for example...)
Yes it's the old version. It does not have stack aid, heal, stalwart1+3, berzerker1+3 and maybe a few others, read the changelog.


some suggestions for the next release:

i think the "Traits" (green) should be gained by battles (very small chance) and not by unit creation.
second, in my opinion the chances for the free promotions (at unit creation) are maybe a little too high because i often have units with three kickass promotions.

Yes I will lower the chances. Especially on traits when I add a way to get it in battle. Will also add a small chance to get bad promotions on a unit. Like Weak Attacker, Weak Defender, Slow, Low Moral, Afraid, and so on.

Suggestions on more Perks? (that does not use new features that you have to add in python/sdk)

zyphyr
Feb 11, 2006, 12:54 AM
I do rather like this mod, but from time to time I get some truly overboard units as a result. Such as the newly constructed archer in the attached image :

Attack I
City Garrison I,II,III
Berserker III
Heavy Aid I

+97% Strength
+5% City attack
+155% City Defense
+25% Hill Defense
-142% all other terrain defenses

And that is without any earned promotions or promos from buildings/traits.

TheLopez
Feb 11, 2006, 07:00 AM
I do rather like this mod, but from time to time I get some truly overboard units as a result. Such as the newly constructed archer in the attached image :

Attack I
City Garrison I,II,III
Berserker III
Heavy Aid I

+97% Strength
+5% City attack
+155% City Defense
+25% Hill Defense
-142% all other terrain defenses

And that is without any earned promotions or promos from buildings/traits.

It could be that you got lucky and that small % chance of getting promotions for new units lined up really well when you created your unit.

TheLopez
Feb 11, 2006, 07:03 AM
Zuul,

For the Exceptional, Hero, Legendary Hero, Avatar traits, are they handed out randomly after combat?

Zuul
Feb 11, 2006, 12:19 PM
I do rather like this mod, but from time to time I get some truly overboard units as a result

From that image my icons looks blury, strange.
Yes you can get many promotions of different types. I guess I should make it harder to get that many.


For the Exceptional, Hero, Legendary Hero, Avatar traits, are they handed out randomly after combat?

No as stated in "Future" I have not yet added any combat gain of the other types of promotions.

zyphyr
Feb 18, 2006, 10:43 PM
I've written a small addition for this. What it does is it gives a