Sorry man, I don't follow you very well here.T-brd when I say amplified I'm meaning that if you build a unit in a city that would normally only get say 2 promos, you can take any regular promo and then instead of getting Just One healing promo you can get 2. In a city that gives more than 3 promos you can get all 3 healing promos Plus 2 more normal promos.
Again, a little more definition is necessary. We could make the prereqs more intensive, like requiring each level of self healing to have an equivalent level of combat like I did for the anti-barbarian promos. But is that the sort of thing you're getting at?These healing promos should not stack right out of the gate. But they do.
You'll have to check your options.Unfortunately Unlimited XP plays a role in this. I thought I had it unchecked, but it's playing like that Option is on.
I'm not averse to seeing flaws in the design or to finding that they're a bit OP overall and admitting that they could be adjusted some to find better balance. I suggested a number of ways we could adapt - that's not the actions of someone who feels picked on. So I think I'm handling this pretty well. I'm really not taking offense to anything except sweeping comments of exasperated frustration that are vague enough to find it difficult to get to the heart of the problem.Look I know that you feel your promos and therefore your work is being "picked on". But this is just really finding out how these ideas and coding of yours works and what is not quite right Yet. All coding needs testing by more than just the Modder, no matter how good the Modder may be.
I would think all players would TRY just about all options before they make a determination about what they think would be fun is all. But I've gotten past being offended by your preference for more vanilla warfare strategy. I would have made more things optional in retrospect and may eventually find ways to do so eventually anyhow.And unfortunately not ever mod that is put out is desired by everyone. You know this as you made your work all Options, so far. There are still players that come to C2C that still do not want to play the Prehistoric Era even though that is the base for the Whole mod by SO's design. So too are there long time players that are not interested in many of the Options this mod provides. Unfortunately 1st impressions do go a long way and are hard to overcome.
Measuring it would be a labor but all I can say is that it seemed to make a difference when I had it on.Too bad, it's a nice effect that decreases plot yield after battle. How much of a delay are we talking about, I might have to reconsider using it myself.
Make it so. I'd be interested to know how it plays out. I can see how I've pretty much been thinking of it as +9% and how if you've got defenders in a city with it, the impression is flawed and can create a significant defensive imbalance.Self Heal III gives +15% heal in friendly territory, +12% in neutral and +9% in enemy territory. I don't like that it is amplified in different territory, and think it should be +9% heal no matter where the unit is.
Hmm... If you do that then you'll cut a lot of other types of units out of access unless you make a second version of it that can be taken via another path. Otherwise I can see the logic.If anything it should require "Self Heal I" and "Hunter II" promo. Hunters and trackers are already quote strong and I think that the fact that they sometimes must stop to rest makes them more interesting and balanced units, don't forget that they will probably be attacked by an animal while healing anyway so it's not like they have to stop hunting. I would much rather see an early can heal while moving promo unique for recon units as their task is, at least more than anyone else, to be mobile and never stop moving.
Sounds good. Give it a go!I would suggest 4-8-12-16 %. (what is it now, 5-10-20-40?)
That may be right. Maybe. Taking things back to all bonuses equal rather than different for Friendly/Neutral/Enemy territory might make increments of 3 still just barely valuable enough to take the promo. But I would have no problem with anyone trying these values.I would try out 2-4-6-8 first and rather reduce other sources if needed.
Unfortunately there's still a lot of forward (not bug related) design and coding to get diseases functioning as intended. It's almost there but needs a major rework to make more generic so other property stuff can happen along similar lines.Good Idea, perhaps we could introduce cow slinging catapults that increase disease, not in the city directly, but at the tile it's on. ^^ I could make the special effect (flying cow) for the mission if anyone knows how to call unique animations for missions.
Based on the promo description in-game; Self Heal III would, in a city without any healing buildings or other healing bonuses, give a unit 35HP each turn.Make it so. I'd be interested to know how it plays out. I can see how I've pretty much been thinking of it as +9% and how if you've got defenders in a city with it, the impression is flawed and can create a significant defensive imbalance.
OK.Sounds good. Give it a go!
Perhaps 1 for enemy, 3 for Neutral, 5 for Friendly and allow cities to be unmodified by anything but the buildings and units there might make it more interesting.
Would this be defined in an XML?I would try out 2-4-6-8 first and rather reduce other sources if needed.
Yeah and with buildings giving bonuses and likely local healers, I agree it would be way too strong.Based on the promo description in-game; Self Heal III would, in a city without any healing buildings or other healing bonuses, give a unit 35HP each turn.
In friendly 30HP, in neutral 22HP and in enemy territory 14HP, so yeah a flat +9% would probably be better for balance. One could also argue that the effects of a promo called self heal would not be affected by the local population.
They are globals, so yes. Should be easy enough to find.Would this be defined in an XML?
Advanced Economy
That's the one that adds inflation etc. It's also a key resource hog.
Quote:
Originally Posted by JosEPh_II View Post
T-brd when I say amplified I'm meaning that if you build a unit in a city that would normally only get say 2 promos, you can take any regular promo and then instead of getting Just One healing promo you can get 2. In a city that gives more than 3 promos you can get all 3 healing promos Plus 2 more normal promos.
T-brd wrote:Sorry man, I don't follow you very well here.
Quote:
Originally Posted by JosEPh_II View Post
These healing promos should not stack right out of the gate. But they do.
T-brd wrote:Again, a little more definition is necessary. We could make the prereqs more intensive, like requiring each level of self healing to have an equivalent level of combat like I did for the anti-barbarian promos. But is that the sort of thing you're getting at?
I'm not sure I see what your'e getting at either, Are you talking about the effect of different healing promos stacking? E.g. "Combat IV"'s 10% healing in neutral land stacks with "Self Heal X"'s healing in neutral land +Y%.I don't know how to make it any simpler. Just do what I posted and you will see. If you think that's the right way for them to work then we really have very divergent views on how quickly promos should be gotten. Even Toffer wrote the same thing. And you can understand him but not me? Should I make a whole string of screenies showing the process?
JosEPh
Interesting, what I read as being said is if you have enough points to get three promotions you can instead get 5 by choosing the healing ones first.
I'm not sure I understand this either unfortunately. Are you suggesting that Combat promos get self healing values? I had simply meant perhaps they should be prerequisites for self healing promotions. But that will certainly force us to make a different line of self healing promos for hunters and recon and I've found the community doesn't appreciate that sort of approach much because it just means more promotions they have to try to understand.@TB:
Does the tag "<iFriendlyHealChange>" affect how much a unit heal inside a city also?
I guess it does; if so, is there a tag to specifically modify how much a unit heals inside a city?
Edit: This is the basis for my test on healing rate from promos:
View attachment 394309
C=Combat V
SH=Self Heal/Repair
Global = Base healing rate of unit
The right side indicates actual healing rates with the respective promotions; left side is the intrinsic values, unaffected by anything else.
Additional details: (H=Hostile, N=Neutral, F=Friendly)
| C-II +1 N | C-III +1 N/H/F | C-IV +1 N/H/F | C-V +2 F.
| SH-I +1 F, +2 H/N | SH-II +1 F, +2 H/N | SH-III +1 F/N, +2 H | SH-IV +1 F/N, +2 H | SH-V +1 F/H/N.
This must be troublesome for DH to read, for that I'm sorry.
This might seem strict; please give me suggestions for where I should increase the values; I was thinking the hunting promotion line should get healing buffs, that are a bit stronger than in the combat promo line (Hunter-I +3 N).
So you're trying to say that somehow some promos, the healing ones in particular, are something you can select for free? I don't know of any provision that would enable this aside from the unit somehow losing a couple of promotions from an upgrade or something along those lines and then being able to select promotions to replace those that were lost. This effect could be throwing off a perception of what is taking place but in that situation, you'd be able to select any promos to replace, not just healing ones.Yes! Someone gets it! Ding Ding Ding!!! I'm not talking "greek" here after all!
And you don't have to pick the Heal ones 1st either for this to work.
Pick any basic promo 1st and then even another basic (if you have enough points to get three promotions), you can still add more than 1 Heal promo. So if I'm the AI and I can "see" that I have more "Cheap/no limits or restrictions" promos I can add, the AI adds them. The player does not know this until it's stumbled upon like I did.
JosEPh
I'm not sure I understand this either unfortunately. Are you suggesting that Combat promos get self healing values? I had simply meant perhaps they should be prerequisites for self healing promotions. But that will certainly force us to make a different line of self healing promos for hunters and recon and I've found the community doesn't appreciate that sort of approach much because it just means more promotions they have to try to understand.
Combat promotion already have self heal in C2C
Combat IV has +10 heal in neutral territory & Combat V has +10 heal in enemy territory
Actually, I'm suggesting to nerf the healing from the combat promotion line.
I'm not sure I understand this either unfortunately. Are you suggesting that Combat promos get self healing values? I had simply meant perhaps they should be prerequisites for self healing promotions. But that will certainly force us to make a different line of self healing promos for hunters and recon and I've found the community doesn't appreciate that sort of approach much because it just means more promotions they have to try to understand.
So you're trying to say that somehow some promos, the healing ones in particular, are something you can select for free? I don't know of any provision that would enable this aside from the unit somehow losing a couple of promotions from an upgrade or something along those lines and then being able to select promotions to replace those that were lost. This effect could be throwing off a perception of what is taking place but in that situation, you'd be able to select any promos to replace, not just healing ones.
So let's be clear, there are no functions in the code that enable a unit to select another promotion simply because of the promotion you selected. No promo comes along as a free pick by its own nature. Period. Now that said, I suppose there could be an odd bug somewhere to look into.
This is possible, yes. iLevelPrereq or iPrereqLevel, something along those lines.Yeah different promos for different units doing the same thing should I agree be avoided at almost all costs. Could you make it a level requirement? Master Hunter II I think it is that requires level 5, so there must be a tag for it.
Correct, though the right hand side is merely "Global + Base SH" I set it up like that, to only show maximum healing effect from promos, because there where more than 1 promotion-line to consider (when I initially made the excel sheet).If I understand you, the right hand SH is what you would have if you had taken all 5 Self Heals? Looks very appropriate in fact.
Maximum 14 turns (could this be made dependent on game-speed somehow?), thats the main reason I wanted to keep some healing percentages in the combat promo-line. In my test I've actually enjoyed the longer healing times as it made it more important to build wise woman and healers in the beginning, exploration took slightly longer, and I seldom had to heal more than 5 turns. it also made it more important not to merge every units possible.These new base values would make healing in the wilderness take a long time without some help. But overall, it gives a lot more room for healing benefits of nearly any amount to be highly valuable so yeah... I'd think this would be quite fun actually, and gives more purpose to dedicated medical units.
T-brd wrote:So you're trying to say that somehow some promos, the healing ones in particular, are something you can select for free?
So DH, can you say whether you understood this because you have also experienced it, or merely by 'suspension of disbelief'?