C2C: Promotions

I'm still not happy with the Fieldsman promotion line. In many cases I don't want it as it makes it harder to defend on hills, yet it's part of the "promote in combat" part so I invariably get it anyway with some units. It also only goes with Grassland and Plains, none of the new terrains are part of it at all.

Cheers
 
Then why not remove Fieldsman from BattlePromote? The penalty to Hill Defence really makes it a situational promotion depending on what area one has around or where one wants to station the unit.
It doesn't even quite feel like a proper promotion to me as you lose as much as you gain. Promotions are in my opinion only positive. Fieldsman isn't.

Cheers
 
Thank you ls612. Been a while coming this. *grin* I think I pointed it out first a year or more ago. But as the saying goes, better late than never. *wink*

Cheers
 
@ls612

Please make the following Lunar promotions. Since you cannot put more than one terrain damage immunity on one promotion I had to make 5 different promotions. We talked about promotions similar to this but I stripped them down to only the immunity part.

If we are going to have units that can go on space terrains we need it so it damages normal units but don't damage them. To simulate the lack of atmosphere. Such as in the case of you making say a Tank on Mars. Without it going on terraformed terrain or getting Terrain Immunity promotions it will die due to lack of oxygen. Units like the Lunar Rover would have these promotions given for free on the unit already. Thus having a mix of Immune vs non immune units.

Note that this is a lot easier than making every Earth unit not be able to Enter Martian and Lunar Terrain.

-----

Terrain Immunity (Lunar Barren)
Graphic: ?
Req Tech: Lunar Exploration
Req Promotions: Special Promotion

  • Immune to Terrain Damage from Lunar Barren

-----

Terrain Immunity (Lunar Plains)
Graphic: ?
Req Tech: Lunar Exploration
Req Promotions: Special Promotion

  • Immune to Terrain Damage from Lunar Plains

-----

Terrain Immunity (Lunar Desert)
Graphic: ?
Req Tech: Lunar Exploration
Req Promotions: Special Promotion

  • Immune to Terrain Damage from Lunar Desert

-----

Terrain Immunity (Lunar Basalt)
Graphic: ?
Req Tech: Lunar Exploration
Req Promotions: Special Promotion

  • Immune to Terrain Damage from Lunar Basalt

-----

Terrain Immunity (Lunar Rocky)
Graphic: ?
Req Tech: Lunar Exploration
Req Promotions: Special Promotion

  • Immune to Terrain Damage from Lunar Rocky

-----

Many thanks in advance!
 
Is it on purpose a Ballista Elephant cannot be promoted to City Raider V? I have both Combat 4 and City Raider 4, but CR5 simply doesn't show up as an option.
I've then added XP via the World Builder to that unit, but even with 1000xp the promotion never showed up.

It's working fine for the Assassins I'm using to harass my neighbours, but not for that Mounted/Archer hybrid Elephant (although the description of the promotion says it's available to both Mounted and Archers).

Playing on v27.
 
Is it on purpose a Ballista Elephant cannot be promoted to City Raider V? I have both Combat 4 and City Raider 4, but CR5 simply doesn't show up as an option.
I've then added XP via the World Builder to that unit, but even with 1000xp the promotion never showed up.

It's working fine for the Assassins I'm using to harass my neighbours, but not for that Mounted/Archer hybrid Elephant (although the description of the promotion says it's available to both Mounted and Archers).

Playing on v27.

No, that it not on purpose. But looking at the SVN I have no idea what could cause that, everything in the XML is in order. Are you by chance using v27?
 
Playing on v27.

Yes. Aaand I need more characters. So here they are.

// Edit
Actually something useful to fill this up: what would I need to change if I'd like to correct that myself without needing to download the whole SVN package?
 
Ok, I've checked several units now. None of the Elephants, Mammoths, Bears or Rhinoceros units can be promoted to City Raider 5. They all stop at level 4.
However Camels, Chariots, Deers, Dreadnoughts (Plasma Armor), Giraffes, Horses, Llamas and Zebras all work fine.

Tanks were only able to get up to City Raider 2, not sure if that is another bug or by design (Dreadnoughts, at least the Plasma Armor I've tested, works again up to level 5).


Really looking for a way to fix this...
 
I believe those are simply by xml design.


I wanted to mention here... I'm doing some general debugging (well... focused on traits) and I noticed that Crusader is being removed from units that we may not want them removed on due to the fact that the promo increases looting, which will make it impossible for it to be placed on any unit that cannot pillage. The only problem with this is that Crusader also has a number of other benefits so it might be something y'all want to rethink... perhaps it shouldn't have the looting benefit.
 
I believe those are simply by xml design.


I wanted to mention here... I'm doing some general debugging (well... focused on traits) and I noticed that Crusader is being removed from units that we may not want them removed on due to the fact that the promo increases looting, which will make it impossible for it to be placed on any unit that cannot pillage. The only problem with this is that Crusader also has a number of other benefits so it might be something y'all want to rethink... perhaps it shouldn't have the looting benefit.
 
I believe those are simply by xml design.


I wanted to mention here... I'm doing some general debugging (well... focused on traits) and I noticed that Crusader is being removed from units that we may not want them removed on due to the fact that the promo increases looting, which will make it impossible for it to be placed on any unit that cannot pillage. The only problem with this is that Crusader also has a number of other benefits so it might be something y'all want to rethink... perhaps it shouldn't have the looting benefit.

A unit with 1 movement should still be able to get City Raider V, because there are other things on that besides Blitz. Is there some good reason why it should not get it?
 
There's nothing that's limiting them based on movement I don't think. I was saying I figured the issue on those units was how they were established in the xml. However, if City Raider V includes the Blitz ability in its profile, its going to be auto-filtered out against units that can only move 1 space so it really shouldn't be a part of City Raider V.
 
There's nothing that's limiting them based on movement I don't think. I was saying I figured the issue on those units was how they were established in the xml. However, if City Raider V includes the Blitz ability in its profile, its going to be auto-filtered out against units that can only move 1 space so it really shouldn't be a part of City Raider V.

That is what I'm saying, I designed City Raider to give Blitz (so you can raid cities more), but the auto-filter isn't expecting that. I was saying that the auto-filter should be changed to check of the promotion ONLY give Blitz (and not Blitz plus something else).
 
It can't.

It's either filtering for the specific tag or not. I don't believe I could write a code that would befit the filter (in terms of what little processing there should be there) that states, check every other possible tag use on this promotion and if anything else is there don't filter this out. It only looks at the tag itself and to go that step further would be processing heavy enough to potentially create a measurable delay on more developed games (where numerous ai units are being built and promoted each round.)

Perhaps, however, a solution could be found in AIAndy's conditional tag structure. I MIGHT be able to convert, according to his well put instructions on that, the bBlitz tag to a conditional tag. Then we program the xml with the filter and remove the filter entirely on the unit. That'd be a bit o' work for such a minor issue but it could be done.
 
So, then why not simply get rid of the 1 movement limitation altogether? This seems like the simplest solution.
According to your SVN diff you do a simple if maxMoves() < 2 check to disallow the Blitz promotion, so if you'd remove that it should already work.

In the end, the worst that could happen would be that the a unit has the Blitz promotion, so it could attack multiple times theoretically, but can't because it's limited by its movement. Seems like the lesser evil imho, especially considering that are also promotions that grant +movement (which right now would re-enable the Blitz ability, which is kind of counter-intuitive).

Or will the game engine freak out if you assign a the Blitz ability to a 1 movement unit?
 
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