strategyonly
C2C Supreme Commander
no longer in development for NWA try out C2C
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!![]()
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.
So which unitcombats then would you take away/add? Since i dont have a "Commando" portion listed?
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.
An example of your terrain pls? Plus would a DCM work better also here? I dont know that much about DCM myself?![]()
<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>
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.