Units Disscusion

Lib.Spi't

Overlord of the Wasteland
Joined
Feb 12, 2009
Messages
3,708
Location
UK
The place to discuss New Units and modifications to existing units.

Unit Entry
Spoiler :

Code:
Values in optional tags are the default that will be applied if the tag is not present

<UnitInfo>
  <Class>UNITCLASS_XXX</Class>
  <Type>UNIT_XXX</Type>
  <UniqueNames>
    <UniqueName>TXT_KEY_XXX</UniqueName>
  </UniqueNames>
  <Special>NO_SPECIALUNIT</Special>
  <Capture>NO_UNIT</Capture>
  <Combat>NO_UNITCOMBAT</Combat>
  <Domain>NO_DOMAIN</Domain>
  <DefaultUnitAI>UNITAI_XXX</DefaultUnitAI>
  <Invisible>NO_INVISIBLE</Invisible>
  <SeeInvisible>NO_INVISIBLE</SeeInvisible>
  <Description>TXT_KEY_UNIT_XXX</Description>
  <Civilopedia>TXT_KEY_UNIT_XXX_PEDIA</Civilopedia>
  <Strategy>TXT_KEY_UNIT_XXX_STRATEGY</Strategy>
  <Help>TXT_KEY_UNIT_XXX_HELP</Help>
  <Advisor>NO_ADVISOR</Advisor>
  <bAnimal>0</bAnimal>
  <bFood>0</bFood>
  <bNoBadGoodies>0</bNoBadGoodies>
  <bOnlyDefensive>0</bOnlyDefensive>
  <bNoCapture>0</bNoCapture>
  <bQuickCombat>0</bQuickCombat>
  <bRivalTerritory>0</bRivalTerritory>
  <bMilitaryHappiness>0</bMilitaryHappiness>
  <bMilitarySupport>0</bMilitarySupport>
  <bMilitaryProduction>0</bMilitaryProduction>
  <bPillage>0</bPillage>
  <bSpy>0</bSpy>
  <bSabotage>0</bSabotage>
  <bDestroy>0</bDestroy>
  <bStealPlans>0</bStealPlans>
  <bInvestigate>0</bInvestigate>
  <bCounterSpy>0</bCounterSpy>
  <bFound>0</bFound>
  <bGoldenAge>0</bGoldenAge>
  <bInvisible>0</bInvisible>
  <bFirstStrikeImmune>0</bFirstStrikeImmune>
  <bNoDefensiveBonus>1</bNoDefensiveBonus>
  <bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
  <bCanMoveImpassable>0</bCanMoveImpassable>
  <bCanMoveAllTerrain>0</bCanMoveAllTerrain>
  <bFlatMovementCost>0</bFlatMovementCost>
  <bIgnoreTerrainCost>0</bIgnoreTerrainCost>
  <bNukeImmune>0</bNukeImmune>
  <bPrereqBonuses>0</bPrereqBonuses>
  <bPrereqReligion>0</bPrereqReligion>
  <bMechanized>0</bMechanized>
  <bRenderBelowWater>0</bRenderBelowWater>
  <bRenderAlways>0</bRenderAlways>
  <bSuicide>0</bSuicide>
  <bSingleBuild>0</bSingleBuild>
  <bLineOfSight>0</bLineOfSight>
  <bHiddenNationality>0</bHiddenNationality>
  <bAlwaysHostile>0</bAlwaysHostile>
  <UnitClassUpgrades>
    <UnitClassUpgrade>
      <UnitClassUpgradeType>NO_UNITCLASS</UnitClassUpgradeType>
      <bUnitClassUpgrade>1</bUnitClassUpgrade>
    </UnitClassUpgrade>
  </UnitClassUpgrades>
  <UnitClassTargets>
    <UnitClassTarget>
      <UnitClassTargetType>NO_UNITCLASS</UnitClassTargetType>
      <bUnitClassTarget>1</bUnitClassTarget>
    </UnitClassTarget>
  </UnitClassTargets>
  <UnitCombatTargets>
    <UnitCombatTarget>
      <UnitCombatTargetType>NO_UNITCOMBAT</UnitCombatTargetType>
      <bUnitCombatTarget>1</bUnitCombatTarget>
    </UnitCombatTarget>
  </UnitCombatTargets>
  <UnitClassDefenders>
    <UnitClassDefender>
      <UnitClassDefenderType>NO_UNITCLASS</UnitClassDefenderType>
      <bUnitClassDefender>0</bUnitClassDefender>
    </UnitClassDefender>
  </UnitClassDefenders>
  <UnitCombatDefenders>
    <UnitCombatDefender>
      <UnitCombatDefenderType>NO_UNITCOMBAT</UnitCombatDefenderType>
      <bUnitCombatDefender>1</bUnitCombatDefender>
    </UnitCombatDefender>
  </UnitCombatDefenders>
  <FlankingStrikes>
    <FlankingStrike>
      <FlankingStrikeUnitClass>NO_UNITCLASS</FlankingStrikeUnitClass>
      <iFlankingStrength>0</iFlankingStrength>
    </FlankingStrike>
  </FlankingStrikes>
  <UnitAIs>
    <UnitAI>
      <UnitAIType>NO_UNITAI</UnitAIType>
      <bUnitAI>1</bUnitAI>
    </UnitAI>
  </UnitAIs>
  <NotUnitAIs>
    <UnitAI>
      <UnitAIType>NO_UNITAI</UnitAIType>
      <bUnitAI>1</bUnitAI>
    </UnitAI>
  </NotUnitAIs>
  <Builds>
    <Build>
      <BuildType>NO_BUILD</BuildType>
      <bBuild>1</bBuild>
    </Build>
  </Builds>
  <ReligionSpreads>
    <ReligionSpread>
      <ReligionType>NO_RELIGION</ReligionType>
      <iReligionSpread>0</iReligionSpread>
    </ReligionSpread>
  </ReligionSpreads>
  <CorporationSpreads>
    <CorporationSpread>
      <CorporationType>NO_CORPORATION</CorporationType>
      <iCorporationSpread>0</iCorporationSpread>
    </CorporationSpread>
  </CorporationSpreads>
  <GreatPeoples>
    <GreatPeople>
      <GreatPeopleType>NO_SPECIALIST</GreatPeopleType>
      <bGreatPeople>1</bGreatPeople>
    </GreatPeople>
  </GreatPeoples>
  <SlaveSpecialistType>N0_SPECIALIST</SlaveSpecialistType>
  <bSlave>0</bSlave>
  <Buildings>
    <Building>
      <BuildingType>NO_BUILDING</BuildingType>
      <bBuilding>1</bBuilding>
    </Building>
  </Buildings>
  <ForceBuildings>
    <ForceBuilding>
      <BuildingType>NO_BUILDING</BuildingType>
      <bForceBuilding>1</bForceBuilding>
    </ForceBuilding>
  </ForceBuildings>
  <HolyCity>NO_RELIGION</HolyCity>
  <ReligionType>NO_RELIGION</ReligionType>
  <StateReligion>NO_RELIGION</StateReligion>
  <PrereqReligion>NO_RELIGION</PrereqReligion>
  <PrereqCorporation>NO_CORPORATION</PrereqCorporation>
  <PrereqBuilding>NO_BUILDING</PrereqBuilding>
  <PrereqTech>NO_TECH</PrereqTech>
  <TechTypes>
    <PrereqTech>NO_TECH</PrereqTech>
  </TechTypes>
  <BonusType>NO_BONUS</BonusType>
  <PrereqBonuses>
    <BonusType>NO_BONUS</BonusType>
  </PrereqBonuses>
  <PrereqOrCivics>
    <PrereqCivic>
      <CivicOption>NO_CIVIC</CivicOption>
      <bPrereq>0</bPrereq>
    </PrereqCivic>
  </PrereqOrCivics>
  <PrereqAndCivics>
    <PrereqCivic>
      <CivicOption>NO_CIVIC</CivicOption>
      <bPrereq>0</bPrereq>
    </PrereqCivic>
  </PrereqAndCivics>
  <PrereqOrTerrain>
    <PrereqTerrain>
      <TerrainType>NO_TERRAIN</TerrainType>
      <bPrereq>0</bPrereq>
    </PrereqTerrain>
  </PrereqOrTerrain>
  <PrereqAndTerrain>
    <PrereqTerrain>
      <TerrainType>NO_TERRAIN</TerrainType>
      <bPrereq>0</bPrereq>
    </PrereqTerrain>
  </PrereqAndTerrain>
  <PrereqVicinityImprovements>
    <PrereqImprovement>
      <ImprovementType>NO_IMPROVEMENT</ImprovementType>
      <bPrereq>0</bPrereq>
    </PrereqImprovement>
  </PrereqVicinityImprovements>
  <PrereqVicinityFeatures>
    <PrereqFeature>
      <FeatureType>NO_FEATURE</FeatureType>
      <bPrereq>0</bPrereq>
    </PrereqFeature>
  </PrereqVicinityFeatures>
  <PrereqVicinityBonus>NO_BONUS</PrereqVicinityBonus>
  <PrereqVicinityBonuses>
    <VicinityBonus>NO_BONUS</VicinityBonus>
  </PrereqVicinityBonuses>
  <PrereqOrBuildingClasses>
    <PrereqOrBuildingClass>
      <BuildingClassType>NO_BUILDINGCLASS</BuildingClassType>
      <bPrereqBuildingClass>0</bPrereqBuildingClass>
    </PrereqOrBuildingClass>
  </PrereqOrBuildingClasses>
  <PrereqNotBuildingClasses>
    <PrereqNotBuildingClass>
      <BuildingClassMustNotHave>NO_BUILDINGCLASS</BuildingClassMustNotHave>
      <bPrereqNot>0</bPrereqNot>
    </PrereqNotBuildingClass>
  </PrereqNotBuildingClasses>
  <iPrereqPopulation>0</iPrereqPopulation>
  <PrereqCultureLevel>NO_CULTURE</PrereqCultureLevel>
  <bPrereqPower>0</bPrereqPower>
  <bPrereqVault>0</bPrereqVault>
  <bPrereqNoVault>0</bPrereqNoVault>
  <ProductionTraits>
    <ProductionTrait>
      <ProductionTraitType>NO_TRAIT</ProductionTraitType>
      <iProductionTrait>0</iProductionTrait>
    </ProductionTrait>
  </ProductionTraits>
  <Flavors>
    <Flavor>
      <FlavorType>NO_FLAVOR</FlavorType>
      <iFlavor>1</iFlavor>
    </Flavor>
  </Flavors>
  <iAIWeight>0</iAIWeight>
  <iCost>-1</iCost>
  <iPopulationCost>0</iPopulationCost>
  <iEnslaveCount>0</iEnslaveCount>
  <iHurryCostModifier>0</iHurryCostModifier>
  <iAdvancedStartCost>-1</iAdvancedStartCost>
  <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
  <iMinAreaSize>-1</iMinAreaSize>
  <iMoves>0</iMoves>
  <bNoRevealMap>0</bNoRevealMap>
  <iAirRange>0</iAirRange>
  <iAirUnitCap>0</iAirUnitCap>
  <iDropRange>0</iDropRange>
  <iNukeRange>-1</iNukeRange>
  <iWorkRate>0</iWorkRate>
  <iBaseDiscover>0</iBaseDiscover>
  <iDiscoverMultiplier>0</iDiscoverMultiplier>
  <iBaseHurry>0</iBaseHurry>
  <iHurryMultiplier>0</iHurryMultiplier>
  <iBaseTrade>0</iBaseTrade>
  <iTradeMultiplier>0</iTradeMultiplier>
  <iGreatWorkCulture>0</iGreatWorkCulture>
  <iEspionagePoints>0</iEspionagePoints>
  <TerrainImpassables/>
  <FeatureImpassables/>
  <TerrainPassableTechs/>
  <FeaturePassableTechs/>
  <iCombat>0</iCombat>
  <iCombatLimit>0</iCombatLimit>
  <iAirCombat>0</iAirCombat>
  <iAirCombatLimit>0</iAirCombatLimit>
  <iXPValueAttack>0</iXPValueAttack>
  <iXPValueDefense>0</iXPValueDefense>
  <iFirstStrikes>0</iFirstStrikes>
  <iChanceFirstStrikes>0</iChanceFirstStrikes>
  <iInterceptionProbability>0</iInterceptionProbability>
  <iEvasionProbability>0</iEvasionProbability>
  <iWithdrawalProb>0</iWithdrawalProb>
  <iCollateralDamage>0</iCollateralDamage>
  <iCollateralDamageLimit>0</iCollateralDamageLimit>
  <iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
  <iCityAttack>0</iCityAttack>
  <iCityDefense>0</iCityDefense>
  <iAnimalCombat>0</iAnimalCombat>
  <iHillsAttack>0</iHillsAttack>
  <iHillsDefense>0</iHillsDefense>
  <TerrainNatives>
    <TerrainNative>
      <TerrainType>NO_TERRAIN</TerrainType>
      <bTerrainNative>1</bTerrainNative>
    </TerrainNative>
  </TerrainNatives>
  <FeatureNatives>
    <FeatureNative>
      <FeatureType>NO_FEATURE</FeatureType>
      <bFeatureNative>1</bFeatureNative>
    </FeatureNative>
  </FeatureNatives>
  <RouteNatives>
    <RouteNative>
      <RouteType>NO_ROUTE</RouteType>
      <bRouteNative>1</bRouteNative>
    </RouteNative>
  </RouteNatives>
  <RouteImpassables>
    <RouteImpassable>
      <RouteType>NO_ROUTE</RouteType>
      <bRouteImpassable>1</bRouteImpassable>
    </RouteImpassable>
  </RouteImpassables>
  <RouteIgnores>
    <RouteIgnore>
      <RouteType>NO_ROUTE</RouteType>
      <bRouteIgnore>1</bRouteIgnore>
    </RouteIgnore>
  </RouteIgnores>
  <RouteSubstitutes>
    <RouteSubstitute>
      <RouteType>NO_ROUTE</RouteType>
      <SubstituteRouteType>NO_ROUTE</SubstituteRouteType>
    </RouteSubstitute>
  </RouteSubstitutes>
  <TerrainAttacks>
    <TerrainAttack>
      <TerrainType>NO_TERRAIN</TerrainType>
      <iTerrainAttack>0</iTerrainAttack>
    </TerrainAttack>
  </TerrainAttacks>
  <TerrainDefenses>
    <TerrainDefense>
      <TerrainType>NO_TERRAIN</TerrainType>
      <iTerrainDefense>0</iTerrainDefense>
    </TerrainDefense>
  </TerrainDefenses>
  <FeatureAttacks>
    <FeatureAttack>
      <FeatureType>NO_FEATURE</FeatureType>
      <iFeatureAttack>1</iFeatureAttack>
    </FeatureAttack>
  </FeatureAttacks>
  <FeatureDefenses>
    <FeatureDefense>
      <FeatureType>NO_FEATURE</FeatureType>
      <iFeatureDefense>1</iFeatureDefense>
    </FeatureDefense>
  </FeatureDefenses>
  <UnitClassAttackMods>
    <UnitClassAttackMod>
      <UnitClassType>NO_UNITCLASS</UnitClassType>
      <iUnitClassMod>0</iUnitClassMod>
    </UnitClassAttackMod>
  </UnitClassAttackMods>
  <UnitClassDefenseMods>
    <UnitClassDefenseMod>
      <UnitClassType>NO_UNITCLASS</UnitClassType>
      <iUnitClassMod>0</iUnitClassMod>
    </UnitClassDefenseMod>
  </UnitClassDefenseMods>
  <UnitCombatMods>
    <UnitCombatMod>
      <UnitCombatType>NO_UNITCOMBAT</UnitCombatType>
      <iUnitCombatMod>0</iUnitCombatMod>
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  </UnitCombatMods>
  <UnitCombatCollateralImmunes>
    <UnitCombatCollateralImmune>
      <UnitCombatType>NO_UNITCOMBAT</UnitCombatType>
      <iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
    </UnitCombatCollateralImmune>
  </UnitCombatCollateralImmunes>
  <DomainMods>
    <DomainMod>
      <DomainType>NO_DOMAIN</DomainType>
      <iDomainMod>0</iDomainMod>
    </DomainMod>
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  <BonusProductionModifiers>
    <BonusProductionModifier>
      <BonusType>NO_BONUS</BonusType>
      <iProductonModifier>0</iProductonModifier>
    </BonusProductionModifier>
  </BonusProductionModifiers>
  <iBombRate>0</iBombRate>
  <iBombardRate>0</iBombardRate>
  <SpecialCargo>NO_SPECIALUNIT</SpecialCargo>
  <DomainCargo>NO_DOMAIN</DomainCargo>
  <iCargo>0</iCargo>
  <iConscription>0</iConscription>
  <iCultureGarrison>0</iCultureGarrison>
  <iExtraCost>0</iExtraCost>
  <iAsset>0</iAsset>
  <iPower>0</iPower>
  <UnitMeshGroups>
    <iGroupSize>1</iGroupSize>
    <fMaxSpeed>1.0</fMaxSpeed>
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    <iRangedWaveSize>1</iRangedWaveSize>
    <UnitMeshGroup>
      <iRequired>1</iRequired>
      <EarlyArtDefineTag>ART_DEF_UNIT_XXX</EarlyArtDefineTag>
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  <FormationType>NO_FORMATION_TYPE</FormationType>
  <HotKey></HotKey>
  <bAltDown>0</bAltDown>
  <bShiftDown>0</bShiftDown>
  <bCtrlDown>0</bCtrlDown>
  <iHotKeyPriority>0</iHotKeyPriority>
  <FreePromotions>
    <FreePromotion>
      <PromotionType>NO_PROMOTION</PromotionType>
      <bFreePromotion>0</bFreePromotion>
    </FreePromotion>
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  <LeaderPromotion>NO_PROMOTION</LeaderPromotion>
  <iLeaderExperience>0</iLeaderExperience>
  <iOrderPriority>0</iOrderPriority>
  <TraitCounterMods>
    <TraitCounterMod>
      <TraitType>NO_TRAIT</TraitType>
      <iCounterMod>0</iCounterMod>
    </TraitCounterMod>
  </TraitCounterMods>
</UnitInfo>

 
I don't know if these changes have been made yet but. The early robots: protectrons, eyebots: should probably need less advanced resources than the later robots. And Liberty Prime, or whatever hes called in game, should be immune to first strikes, and not die when he attacks.
 
Yeah I haven't quite worked out where Robots should fall in the time line of the game, as in when each should be available.

My plan at the moment is that they won't be buildable till much later, but there will be ways of acquiring robots by other means. Like events.

Yeah Liberty Prime needs an overhaul of his stats. Those were just numbers I threw in as it was just a place holder when I put it in. To show that it would be in game.

The other thing that eventually needs to come is some anti prime content. Like the tactical nuclear satellites.
 
Mostly variations on themes. I mentioned it a few times before.

Stuff like differences between DOp, Security and Military Units.

To help them visually stand out from each other on the map, so DOps would be criminally, 'shady' or 'Black Opsy' depending on how advanced they are.

Security would look more like Cops, Border Patrol Guards, and more civilian style vehicles woth Cop style paint jobs etc.

Military would just be ever more professional looking in terms of uniforms and equipment.

Other things are stuff like seeing if we can source something that looks more like a vertibird, then making various versions of it for, attack craft, transport, police, stealth, etc.

It's really going through the lists of units in the pedia and asking the questions:

Does this look Fallouty?
Does this look like what it says it is?
Does this look exactly like the other units in the game?

It is just about trying to make everything as visually diverse as we can.

Then there is also the 'Art styles' for each faction, and looking to make them as visually unique as possible.

I haven't really thought much about unit art in a while, currently trying to run down all the little jobs that need doing to finish off A5 and put back in any bits and peices that are missing or just wrong, trying to get everything up to scratch for the best release yet!

I know I posted some links to little bits and pieces in the past, in possibly the group unit thread.

Stuff like medic bags for doctor and medic units.

I think I posted a link to the Mako APC from mass effect that someone made as a possible 'Security' APC variant.

Stuffs like that..
 
Mostly variations on themes. I mentioned it a few times before.

Stuff like differences between DOp, Security and Military Units.

To help them visually stand out from each other on the map, so DOps would be criminally, 'shady' or 'Black Opsy' depending on how advanced they are.

Security would look more like Cops, Border Patrol Guards, and more civilian style vehicles woth Cop style paint jobs etc.

Military would just be ever more professional looking in terms of uniforms and equipment.

So what I'm hearing is that we NEED to find a fedora and cigar. And make every criminal unit look like this:

3294a.jpg



Other things are stuff like seeing if we can source something that looks more like a vertibird, then making various versions of it for, attack craft, transport, police, stealth, etc.

There are actual vertibirds now.

300px-US_Navy_120209-N-RE822-273_An_Osprey_makes_a_historic_first_landing_ce.jpg


If RL can have them why can't we?


It's really going through the lists of units in the pedia and asking the questions:

Does this look Fallouty?
Does this look like what it says it is?
Does this look exactly like the other units in the game?

It is just about trying to make everything as visually diverse as we can.

Then there is also the 'Art styles' for each faction, and looking to make them as visually unique as possible.

I haven't really thought much about unit art in a while, currently trying to run down all the little jobs that need doing to finish off A5 and put back in any bits and peices that are missing or just wrong, trying to get everything up to scratch for the best release yet!

I know I posted some links to little bits and pieces in the past, in possibly the group unit thread.

Stuff like medic bags for doctor and medic units.

I think I posted a link to the Mako APC from mass effect that someone made as a possible 'Security' APC variant.

Stuffs like that..

There are actual doctor and medic units in C2C. I searched them on the download center and didn't find them individually though.
 
Yeah, in F2 New reno actually had some 'made men' sprites that were pin-striped suit and fedora, some even had tommy guns. I couldn't find an image that I could snatch.

But I saw this and thought of you.

Ospreys are cool but they have been around for donkey's ears now.

My hope is that we will one day be able to get a sprite of the proper verti-bird with bulbous cockpi and slightly wonky propeller blades.

Medic Bag

That is a link to the medic bag and some other bits and bobs.
 

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Some Vehicles

We could maybe do some post apocalyptic make overs on these, the truck in the middle could also be used in conjunction with infantry types, to make a motorised unit, that has speed but lacks the other benefits of the APC mounted Units.

The F3 lore talks about the NCR having a Motorised Brigade.

Some Guns

Mako APC
 
Yeah, in F2 New reno actually had some 'made men' sprites that were pin-striped suit and fedora, some even had tommy guns. I couldn't find an image that I could snatch.

But I saw this and thought of you.

Ospreys are cool but they have been around for donkey's ears now.

My hope is that we will one day be able to get a sprite of the proper verti-bird with bulbous cockpi and slightly wonky propeller blades.

Medic Bag

That is a link to the medic bag and some other bits and bobs.

http://forums.civfanatics.com/downloads.php?do=file&id=23829

I do recall seeing a unit with a fedora. I think it was the same unit which I got the base for the new reno missionary. Now I just need to find a cigar. Has anyone made a castro leaderhead?

wait a minute that survivor militia with the shotgun has a cigar doesn't he?

But I saw this and thought of you.

Fallout Tame the Wastes with ponies. The perfect plan.
 
Hey clanky,

How would you once again feel like taking a simple but somewhat headache inducing task off my hands, and adding the art infos to all of the vertibird units for your new vertibird art?

This includes all of the vertibird transport variants, etc.

If you are willing, I have added the unitinfo and artinfo file here for you, it is probably not that out of date from any previous you have, but the less differences the better from my merge end.

I am just finding my never shrinking list of things to get done for patch 2 a bit daunting and exhausting, but at the same time would love to see it progressing..

On the bright side I found out how barb spawning is done for python events, it is all contained in one block of code, and there are a few examples of it, I just have to copy paste a new entry for each spawn event and tweak to contain the appropriate units.

I copied down the needed info so I wouldn't forget it again!!

I have also (hopefully) fixed the promotion tree for sniper type units, I am still trying to wrap my head around who else needs free Tag! promotions adding back in..

and on and on and on! :D

There is no great rush for the xml, especially if you are secretly chipping away at some more units, or secretly moonlighting on a Village resource value mod!

That's right..... I know what you have been up to!! :P
 

Attachments

The vertibirds were only using around 5 art def tags.

There is no great rush for the xml, especially if you are secretly chipping away at some more units, or secretly moonlighting on a Village resource value mod!

That's right..... I know what you have been up to!! :P

What village resources? :mischief: thats silly
 
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