NOTICE: HIGH PRIORITY FOR THE TEAM(please
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Ok, moving forward with this project. I'm probably going to need some help here if anyone can pitch in.
First, I'll discuss a few developments. Since we're adding healing by unitcombat and this will necessitate a review of and fleshing out of some further healing units, I've realized this is simply a good juncture to get a few things done that basically constitutes a full Advanced Healing mod.
So I've included into this:
1) iNumHealSupport: This value can be established on units, unitcombats and promotions. All 3 sources combine additively on a unit so that the unit's total is equal to it's base unit value, any additional values from its unitcombats, and any its getting from promotions.
The total represents the number of units that a healer can support and assist in healing in a given round. This will make it potentially useful to have multiple healers of a given type in the stack and should play into healers gaining XP from healing, both by providing us with more utility in designing the promotion structure for healers and for giving healers that aren't the absolute best for a role an ability to step in and help and get some XP themselves when the primary healer(s) are overwhelmed by the amount of injured units to assist.
2) Establish a Base of Operations: A new method of fortifying that healers may use that, rather than giving them a growing combat modifier, gives them an expanding healing ability, capping out at 5 rounds just as fortification does. Each round spent establishing a base of operations gives them an additional +2% Healing ability - so up to an additional +10% can be obtained this way. This bonus only applies to the types of units that the healer can normally heal.
I've begun a
Healing Unit Review online spreadsheet. Doing this, I've been able to plot out where I believe we should have additional units to fill the new healing roles.
I'll be working on fleshing out the stats here (much like the naval review which isn't dead - this is really an extension of it but to get this system in place for the navies we need to have it working for the land units as well) BUT I'd like to strongly request all available assistance with the ART side of unit development here. With your help we can bust these out rather quickly. I'm thinking that unit designs abound on the forums and we've got a lot in use that could simply be reskinned as well (or as I suggested earlier simply having a glow removed from a GP and using that in some cases) so please lets get together to hammer out the art definitions for each of these while I sort out the extended statistics. I can then get these into the xml - I'll just need to have the art tags provided for each.
Keep in mind I really should also review the Healing AI... I think it's high time we had a dedicated AI type for healers and get them away from piggybacking on other AI types. This can solve numerous problems in other areas as well as give me a clean opportunity to help the AI determine how to use the new healing coding and options. So I'll need time for that. I think we can probably get this in before a freeze then have some time to work out any bugs or funny stuff in this and the rest of the mod debugging backlog then push for a new version release.
So here's the list of NEW units and some notes as to what I'm envisioning:
- UNIT_WISE_WOMAN: Wise Woman - a very simple and only slightly effective herbal healer. Good for getting a healer out with early stacks and hunting parties to get some additional healing xp moving right away. This is the only addition to the standard people healing units I'm looking for.
- UNIT_SHEPHERD: First animal healer. I'm thinking a robed dude with a shepherd's staff.
- UNIT_CARTWRIGHT: First mechanical healer. Perhaps this could be a de-glowed early engineer?
- UNIT_VET: Ancient/Classical animal healer.
- UNIT_SIEGE_MECHANIC: Ancient/Classical mechanical healer.
- UNIT_FIELD_VET: Medieval/Renaissance animal healer. Most likely a mounted unit.
- UNIT_GEAR_MECHANIC: Medieval/Renaissance mechanical healer. (note: I could see us doing a special Clockwork unit mechanical healer as well but this wouldn't be him.)
- UNIT_MEDICAL_VET: Industrial/Modern animal healer. The last of the specific animal healers. Animals play a much diminished role at and after this point and while ambulances+ aren't quite as specialized in healing animals, from a combat perspective they do fine for the demand (and can be specialized still in that direction from promos.) This is also at the last stage where people/animal healing units are represented as an actual person in unit design and mobility... from here, moving into ambulances and beyond we're getting into vehicular types. To keep with the last upgrade stage, he could be mounted as well.
- UNIT_MACHINIST: Industrial age mechanic
- UNIT_MECHANIC: Early modern auto mechanic. Perhaps he should be a jeep or motorcycle or something. We could keep him as a person if that's easier.
- UNIT_AVIATION_TECHNICIAN: First aircraft healing unit. Probably on foot since he'd be accustomed to being flown in wherever he's needed. Very early so probably has a bit of a worker/farmer look.
- UNIT_MOTORPOOL: A collection of military mechanics in a caravan - so a simple reskin of one of our industrial land merchant units might be in order here... something like a supply truck with a wrench on the side perhaps.
- UNIT_FLIGHT_TECHNICIAN: WWII era (fixed wing propeller craft) aircraft maintenance person.
- UNIT_AUTO_ELECTRICIAN: For more advanced system automotive repair. We should keep him a motorized vehicle himself and remain militarized but somehow show the upgrade in vehicular technology. Perhaps a reskinned humvee? Or more modern military fueling vehicle?
- UNIT_JET_TECHNICIAN: Works on jetcraft so is getting more modern.
- UNIT_PROGRAMMER: Our first tech healer. Tech healers could be drawn from reskinned/glow removed Great Scientists perhaps. This guy works with the really big room sized computers so wouldn't have a laptop which I think could be used later (as a reskin of an executive perhaps). Note: This healer line also sets us up for having some more foundation in place for future potential in cyber warfare game mechanics.
- UNIT_REPLICATION_MECHANIC: These mechanics simply go onsite, 3d print the parts needed and install. They'd need a powersource and 'mini-lab' for the 3d printing so maybe they'd be best to get around in a helicopter - they come in around the time of the modern medivac so perhaps a reskin of that unit?
- UNIT_ASTRONAUTIC_TECHNICIAN: NASA level aircraft/spacecraft design and repair folks. Still on foot expecting to be flown in where needed but looking more modern and more scientific/civilian and less military.
- UNIT_SOFTWARE_DEVELOPER: A total computer nerd. Could be a reskinned exec, complete with pocket protectors.
- UNIT_SERVICE_DROID: Can we count the ways this could be expressed? So many... they do have a rather multi-purpose role as well. They would likely be flying - not much more than the minimum a job may demand but transportation-wise they'd fit very well as a VTOL unit. R2D2 perhaps?
- UNIT_SYSTEMS_ANALYST: I've not determined whether this should be a person or an advanced artificial intelligence. Whatever we come up with for an art can decide that but I'm sure we're tired of people by now. Perhaps a hybrid unit would be best - something very cybertronic... wires his brain directly into the computer system.
- UNIT_NANITE_REPAIR_CLOUD & UNIT_ANIMA_REPAIR_CLOUD: Already fully plotted out in the naval review but we could use an interesting artistic approach to tweaking the existing nanite swarms and clouds for these two units. Perhaps just giving them a red color?
So please, I know the forum's been very quiet - I've been less active than normal here as well as I've been tooling around with things and not focusing much on discussion lately but can we come together to get this pushed forth? The stats won't take me too long - these are much simpler than naval units in scope. The AI will be a work in progress for a bit but it would help to have the units in the game to really get a feel for how well the AI is working once I start working on that. So really, these could go in quite quickly if we can sort out the art here. I was prepared to do it all myself but I thought of all the many units we've added to the game as a team and how capable we are when we join efforts.
I'm certainly planning to pitch in still and help to get the art together for numerous naval units that will be needing it but even then that's a whole world of stuff to know and figure out, much of which I haven't. I just know modelling stuff some from previous projects and believe I can get some entirely new models into the game (whether animated or not is not quite as important in naval units as it would be here.) It's just that with these healing units I can only imagine what everyone else has seen and encountered in other mods, in other segments of the forum, and even what familiarity you might have with current unit arts that can be easily reskinned to fit any of these roles. I think I'm not the best suited to try to go at this alone. And even if we just get something serviceable in place for them for now and find some better stuff for them later... that's fine too.
So my question is... what can YOU do to help here?