Strategyonly Productions

I was having similar problems when I tried to convert this mod to RoM. At a glance it looks like the <bAnimal> tag is not being processed properly by WoC. My solution was going to be to replace a captured animal with a subdued version. Ie have two units for each animal one wild and one captured. You could ask the WoC people this may be a bug they need to know about.
 
If I'm reading the code correctly, it looks like your Sniper promo is a combination Commando + Blitz + Morale... which seems RIDICULOUSLY overpowered -- especially since it can be given to units at Level 2, without any other promo prerequisites! :eek:
 
If I'm reading the code correctly, it looks like your Sniper promo is a combination Commando + Blitz + Morale... which seems RIDICULOUSLY overpowered -- especially since it can be given to units at Level 2, without any other promo prerequisites! :eek:

Not really, its not even available till tech rifling. Your suggestions then?
 
Not really, its not even available till tech rifling. Your suggestions then?

I would suggest removing the "Commando" portion of the Sniper promotion and having the Commando promotion be the prereq. Keep the Tech requirement.
 
I would suggest removing the "Commando" portion of the Sniper promotion and having the Commando promotion be the prereq. Keep the Tech requirement.

So which unitcombats then would you take away/add? Since i dont have a "Commando" portion listed?
 
So which unitcombats then would you take away/add? Since i dont have a "Commando" portion listed?

My suggestion for the prereq would leave the Sniper promotion only available for land units, and I would restrict it to Gunpowder and High Tech units (If there was a Unitcombat Gunpowder Cavalry, I would include it there too). However, I think it is also a good historical promotion for Wooden Ships, in which case the promotion prereq would be Firearms III; this part would cause the promotion tree to look even more cluttered in the pedia.

As for abilities, I would just keep the +1 Movement and Blitz and add +1 First Strike.
 
OK how does this Sniper Promotion look, better/worse, ideas?

I think the +1 move range is a bit overpowered, and that it would be better changed to a -1 terrain movement cost instead.

Also, the prerequisite of Combat4 is a good choice.
 
I think the +1 move range is a bit overpowered, and that it would be better changed to a -1 terrain movement cost instead.

Also, the prerequisite of Combat4 is a good choice.

An example of your terrain pls? Plus would a DCM work better also here? I dont know that much about DCM myself?:blush:
 
An example of your terrain pls? Plus would a DCM work better also here? I dont know that much about DCM myself?:blush:

Here's the code for what I was talking about:

Spoiler :
Code:
<PromotionInfo>
			<Type>PROMOTION_SNIPER</Type>
			<Description>TXT_KEY_PROMOTION_SNIPER</Description>
			<Sound>AS2D_IF_LEVELUP</Sound>
			<LayerAnimationPath>NONE</LayerAnimationPath>
			<PromotionPrereq>NONE</PromotionPrereq>
			<PromotionPrereqOr1>PROMOTION_COMBAT4</PromotionPrereqOr1>
			<PromotionPrereqOr2>NONE</PromotionPrereqOr2>
			<TechPrereq>TECH_RIFLING</TechPrereq>
			<StateReligionPrereq>NONE</StateReligionPrereq>
			<bLeader>0</bLeader>
			<bBlitz>1</bBlitz>
			<bAmphib>0</bAmphib>
			<bRiver>0</bRiver>
			<bEnemyRoute>1</bEnemyRoute>
			<bAlwaysHeal>0</bAlwaysHeal>
			<bHillsDoubleMove>0</bHillsDoubleMove>
			<bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
			<iVisibilityChange>0</iVisibilityChange>
[B][U]			<iMovesChange>0</iMovesChange>
			<iMoveDiscountChange>1</iMoveDiscountChange>[/U][/B]
			<iAirRangeChange>0</iAirRangeChange>
			<iInterceptChange>0</iInterceptChange>
			<iEvasionChange>0</iEvasionChange>
			<iWithdrawalChange>0</iWithdrawalChange>
			<iCargoChange>0</iCargoChange>
			<iCollateralDamageChange>0</iCollateralDamageChange>
			<iBombardRateChange>0</iBombardRateChange>
			<iFirstStrikesChange>1</iFirstStrikesChange>
			<iChanceFirstStrikesChange>0</iChanceFirstStrikesChange>
			<iEnemyHealChange>0</iEnemyHealChange>
			<iNeutralHealChange>0</iNeutralHealChange>
			<iFriendlyHealChange>0</iFriendlyHealChange>
			<iSameTileHealChange>0</iSameTileHealChange>
			<iAdjacentTileHealChange>0</iAdjacentTileHealChange>
			<iCombatPercent>0</iCombatPercent>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<iKamikazePercent>0</iKamikazePercent>
			<iRevoltProtection>0</iRevoltProtection>
			<iCollateralDamageProtection>0</iCollateralDamageProtection>
			<iPillageChange>0</iPillageChange>
			<iUpgradeDiscount>0</iUpgradeDiscount>
			<iExperiencePercent>0</iExperiencePercent>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitCombatMods/>
			<DomainMods/>
			<TerrainDoubleMoves/>
			<FeatureDoubleMoves/>
			<UnitCombats>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_WOODEN_SHIPS</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_HITECH</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_ASSAULT_MECH</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_ROBOT</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
			</UnitCombats>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Units/Marine/Sniper.dds</Button>
		</PromotionInfo>

The lines in bold/underline are my suggested changes.
 
Here's the code for what I was talking about:

Spoiler :
Code:
<PromotionInfo>
			<Type>PROMOTION_SNIPER</Type>
			<Description>TXT_KEY_PROMOTION_SNIPER</Description>
			<Sound>AS2D_IF_LEVELUP</Sound>
			<LayerAnimationPath>NONE</LayerAnimationPath>
			<PromotionPrereq>NONE</PromotionPrereq>
			<PromotionPrereqOr1>PROMOTION_COMBAT4</PromotionPrereqOr1>
			<PromotionPrereqOr2>NONE</PromotionPrereqOr2>
			<TechPrereq>TECH_RIFLING</TechPrereq>
			<StateReligionPrereq>NONE</StateReligionPrereq>
			<bLeader>0</bLeader>
			<bBlitz>1</bBlitz>
			<bAmphib>0</bAmphib>
			<bRiver>0</bRiver>
			<bEnemyRoute>1</bEnemyRoute>
			<bAlwaysHeal>0</bAlwaysHeal>
			<bHillsDoubleMove>0</bHillsDoubleMove>
			<bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
			<iVisibilityChange>0</iVisibilityChange>
[B][U]			<iMovesChange>0</iMovesChange>
			<iMoveDiscountChange>1</iMoveDiscountChange>[/U][/B]
			<iAirRangeChange>0</iAirRangeChange>
			<iInterceptChange>0</iInterceptChange>
			<iEvasionChange>0</iEvasionChange>
			<iWithdrawalChange>0</iWithdrawalChange>
			<iCargoChange>0</iCargoChange>
			<iCollateralDamageChange>0</iCollateralDamageChange>
			<iBombardRateChange>0</iBombardRateChange>
			<iFirstStrikesChange>1</iFirstStrikesChange>
			<iChanceFirstStrikesChange>0</iChanceFirstStrikesChange>
			<iEnemyHealChange>0</iEnemyHealChange>
			<iNeutralHealChange>0</iNeutralHealChange>
			<iFriendlyHealChange>0</iFriendlyHealChange>
			<iSameTileHealChange>0</iSameTileHealChange>
			<iAdjacentTileHealChange>0</iAdjacentTileHealChange>
			<iCombatPercent>0</iCombatPercent>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
			<iKamikazePercent>0</iKamikazePercent>
			<iRevoltProtection>0</iRevoltProtection>
			<iCollateralDamageProtection>0</iCollateralDamageProtection>
			<iPillageChange>0</iPillageChange>
			<iUpgradeDiscount>0</iUpgradeDiscount>
			<iExperiencePercent>0</iExperiencePercent>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitCombatMods/>
			<DomainMods/>
			<TerrainDoubleMoves/>
			<FeatureDoubleMoves/>
			<UnitCombats>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_WOODEN_SHIPS</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_HITECH</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_ASSAULT_MECH</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_ROBOT</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
			</UnitCombats>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Units/Marine/Sniper.dds</Button>
		</PromotionInfo>

The lines in bold/underline are my suggested changes.

Actually thats a darn good idea, i never used that tag before, HUH:confused:
 
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