R
Rabbit, White
Guest
APC and Combat Engineer MOD v1.0
I'm very excited about this mod as it's my first one and when I started it I wasn't even sure it could be done .
Anyway, as you can tell from the name I added two new units, APC (armored personnel carrier) and combat engineer.
Combat Engineer - this is a combat-ready worker. In particular, unlike workers, CE's can defend, but cannot attack. Their build options are limited to clearing vegetation, building roads (and railroads), building forts and scrubbing fallout. In addition, CE's provide Aquatic promotion to any combat units (excluding gunship). The aquatic promotion removes penalty for attacking across a river (you still get penalty for attacking from sea). CE's look is based on a reskinned modern worker unit (I blame my lack of talent for the cheesy skin ) Oh, and they work 50% faster.
APC - this is a land-based carrier unit that can carry two units at a time. It can only carry the following units: Infantry, SAM Infantry, Marines, Navy SEALs, Combat Engineers and Machine Gunners. For every unit it carries it gets an additional 15% defense bonus, for up to 30% total. It's a green version of Mechanized Infantry.
I hope you guys give it a try and let me know what you think. I'm especially looking for feedback on cost, tech requirements and any other game balancing issues.
I had couple of more ideas for this mod and maybe you could help me out with them (this is for mod developers mostly).
I'm very excited about this mod as it's my first one and when I started it I wasn't even sure it could be done .
Anyway, as you can tell from the name I added two new units, APC (armored personnel carrier) and combat engineer.
Combat Engineer - this is a combat-ready worker. In particular, unlike workers, CE's can defend, but cannot attack. Their build options are limited to clearing vegetation, building roads (and railroads), building forts and scrubbing fallout. In addition, CE's provide Aquatic promotion to any combat units (excluding gunship). The aquatic promotion removes penalty for attacking across a river (you still get penalty for attacking from sea). CE's look is based on a reskinned modern worker unit (I blame my lack of talent for the cheesy skin ) Oh, and they work 50% faster.
APC - this is a land-based carrier unit that can carry two units at a time. It can only carry the following units: Infantry, SAM Infantry, Marines, Navy SEALs, Combat Engineers and Machine Gunners. For every unit it carries it gets an additional 15% defense bonus, for up to 30% total. It's a green version of Mechanized Infantry.
I hope you guys give it a try and let me know what you think. I'm especially looking for feedback on cost, tech requirements and any other game balancing issues.
I had couple of more ideas for this mod and maybe you could help me out with them (this is for mod developers mostly).
Spoiler :
For CE's, I wanted to give them the ability to boost heal rate of mechanized units (tanks, catapults, artillery, etc.), the idea being that they act as field mechanics. I couldn't find any way of doing that but I'd appreciate any thoughts you might have on that.
For APC's I had the idea that if one of the units they're carrying has any medic-type promotion, then the APC would get the ability to heal in adjacent tiles. However, there doesn't appear to be a way to find what units a unit is carrying (I saw functions for finding out how many units are loaded, and you can find out if some unit is a cargo but no way of knowing if unit A carries unit B).
For APC's I had the idea that if one of the units they're carrying has any medic-type promotion, then the APC would get the ability to heal in adjacent tiles. However, there doesn't appear to be a way to find what units a unit is carrying (I saw functions for finding out how many units are loaded, and you can find out if some unit is a cargo but no way of knowing if unit A carries unit B).