bouncymischa
Synthetic Genie
Okay, time for a more detailed response!
I ran into various issues when trying to make "trainable" dinosaurs, and thus simply left out that functionality in the published version. I apparently forgot to update the info text to account for this, however. I've modified the Lua so that barbarian dinosaurs stop spawning with the discovery of Designer Lifeforms, but dinosaur units still aren't trainable.
I'm not entirely sure what this means -- I'll have to start up the mod and click on the various icons to figure out which info text is wrong.
Fixed!
I have the bad habit of forgetting to make SV icons. I've been trying to get better at this, and when I made new icons for various units as well as newer units I got the SV icons in, but many of the older units and improvements are still missing them. I'm going to try and get more of these fixed with the v6 update, but as many of the remaining icons I don't have the proper graphic files for I'll probably have to remake them from scratch.
I was experimenting with the <Improvement_AdjacentCityYields> code to see what it would do -- the Support Core is normally a fortress-like improvement that provides healing to nearby units, but I liked the idea that when built adjacent to a city it also provides additional yields. I may have neglected to include this information in its tooltip, however.
The Tidal Array is basically an "enhancement" to the Tidal Plant that provides additional yields to sea resources, but I messed up in the tooltip and put the incorrect yields in. It should provide +1 Production and +1 Gold to sea resources, as well as further increasing the city's production bonus.
The embarked promotions made sense for the Marines, but didn't seem to make as much sense for the later units, which wouldn't necessarily be as specialized in amphibious assaults. (Admittedly, Special Forces could be, with units like the Navy Seals and such.) So I didn't include them in the base promotions those units got (giving them promotions such as March instead), but didn't realize that the embarked promotions would be retained on upgrade. I'm not sure if I should go and add the embarked promotions in to the new units as well, or whether I should set them to not carry over on upgrade...
The Helicopter Gunship uses PROMOTION_FLAT_MOVEMENT_COST, so I carried that over to the Vertol and Hovertank. However, it makes more sense that the Scout's PROMOTION_IGNORE_TERRAIN_COST should be used for ground-based units that can move freely through terrain, so I've replaced the other promotion on units like the Chimera and Nanohive. (The Nanohive hovers, but so close to the ground it makes sense to use the Scout's promotion.)
The Observer Drone is a unit I considered adding, giving the cybernetic branch a mobile command and scout unit, but for various reasons I opted not to use the art defines I had for it. I will give some thought to making a late-game scout unit, although probably with another drone model.
That's... very odd. XD
I didn't have the Reload Audio System box checked, but never noticed since I always play it alongside other mods that reload the audio system. That bug has been fixed.
I was testing this new version. And i found these problems.
1) The dinos are still spawning even i researched the Designer Lifeforms (TECH_GENGINEERING)
2) And apparently, you forget to clean your lua (you still have "print" function)
3) How to train the dinos? I researched the Designer Lifeforms, and i still cant buy the dino. I think its because there is no <PrereqTech> unit in unit.xml
I ran into various issues when trying to make "trainable" dinosaurs, and thus simply left out that functionality in the published version. I apparently forgot to update the info text to account for this, however. I've modified the Lua so that barbarian dinosaurs stop spawning with the discovery of Designer Lifeforms, but dinosaur units still aren't trainable.
4) When i right-clicked on NanoHive icon, it was showing the nanohive promotion info, not the noanohive unit info.
I'm not entirely sure what this means -- I'll have to start up the mod and click on the various icons to figure out which info text is wrong.
5) The crawler has 2 promotions of indirect fire.
Solution: in unit.xml, you gave it the 2nd indirect fire
Fixed!
6) You have new units, and everything is perfect (atlas icons = check, SV icons = check). But your improvements still dont have the SV icons. The unit Mutan and Biodrone still dont have the SV icons. And the unit power armor, chimera, vertol hover tank, cybersub, arsenal ship, advan destroyer, drone figter still dont have the "proper" SV icons. They are using the existing icons.
I have the bad habit of forgetting to make SV icons. I've been trying to get better at this, and when I made new icons for various units as well as newer units I got the SV icons in, but many of the older units and improvements are still missing them. I'm going to try and get more of these fixed with the v6 update, but as many of the remaining icons I don't have the proper graphic files for I'll probably have to remake them from scratch.
7) When i built the support core near the city (1 tile radius), it had 2 gold and 2 prod. But none in other places.
I was experimenting with the <Improvement_AdjacentCityYields> code to see what it would do -- the Support Core is normally a fortress-like improvement that provides healing to nearby units, but I liked the idea that when built adjacent to a city it also provides additional yields. I may have neglected to include this information in its tooltip, however.
8) Whats the different between aquaculture and tidal array?
The Tidal Array is basically an "enhancement" to the Tidal Plant that provides additional yields to sea resources, but I messed up in the tooltip and put the incorrect yields in. It should provide +1 Production and +1 Gold to sea resources, as well as further increasing the city's production bonus.
9) When i buy the special force, organic infantry, biotroper, i dont have extra sign while embark and embark with defense promotions. But i have em when i upgraded from the marine unit.
The embarked promotions made sense for the Marines, but didn't seem to make as much sense for the later units, which wouldn't necessarily be as specialized in amphibious assaults. (Admittedly, Special Forces could be, with units like the Navy Seals and such.) So I didn't include them in the base promotions those units got (giving them promotions such as March instead), but didn't realize that the embarked promotions would be retained on upgrade. I'm not sure if I should go and add the embarked promotions in to the new units as well, or whether I should set them to not carry over on upgrade...
10) I see you are using the "all tile cost 1" promotion alot. I think its better to use the "ignore terrain" promotion. So, you can still use the road and railroad.
The Helicopter Gunship uses PROMOTION_FLAT_MOVEMENT_COST, so I carried that over to the Vertol and Hovertank. However, it makes more sense that the Scout's PROMOTION_IGNORE_TERRAIN_COST should be used for ground-based units that can move freely through terrain, so I've replaced the other promotion on units like the Chimera and Nanohive. (The Nanohive hovers, but so close to the ground it makes sense to use the Scout's promotion.)
11) When i checked your xml (artdefines.xml) i saw the observer drone (its not in "comment"). I thought it was already on (i cant build/buy it), but apparently you forgot to mark it as comment. I think in the future you can use it as scout upgrade. Perhaps you also can make it able to see the unseen units (submarines or units with gengineering promotion/invisible)
The Observer Drone is a unit I considered adding, giving the cybernetic branch a mobile command and scout unit, but for various reasons I opted not to use the art defines I had for it. I will give some thought to making a late-game scout unit, although probably with another drone model.
12) LOL, i gave the crawler to the city state and it became invisible(unbeatable). It produced alot of missiles and stored it in the cities (they captured alot of cities).
That's... very odd. XD
13) I didnt hear the sounds of the dinos.
I didn't have the Reload Audio System box checked, but never noticed since I always play it alongside other mods that reload the audio system. That bug has been fixed.