Thunderbrd
C2C War Dog
So we've overcome our limitations here and have worked out how to create new promotions.
Awesome!
Being a fan of the FFH2 mod, I feel this is a huge area we could really develop out for C2C and its very deserving of such efforts.
Here are some ideas I have for new promos (and I'm not making demands here, nor am I suggesting I'd like these simply done without being prepared to help in some way... it seems as if it'd be a fairly repeatable and learnable process to figure out how to create these.):
Anti-Espionage: Let me say in this that I don't feel rogue units should be considered melee units at all but rather should be their own unit types and for lack of a better word, Espionage comes to mind even though that's the realm of the spies (and since there is overlap, perhaps the spy itself should start behaving more like these pseudo-military, hidden nationality, able to enter enemy territory, largely hidden units). Assassins and Rogues and such are early powerhouse units and provide a fun layer of play that becomes less and less prevelant as the game progresses into such units being less useful on the field and more useful in political missions. Nevertheless, there should be some Anit-Espionage promos that can be accessed by Recon, Espionage, and Animal units. I'd also think the Guard style units should find access to these. This suggests they should be defined into their own category aside from just 'melee' and 'gunpowder' as well. And once again, some anti-promos for those categories could be interesting to give access to by Espionage, Melee, Gunpowder units as well.
Anti-Recon: Anyone else frustrated there's no Anti-Recon promos? Makes Hunter units too strong against military particularly in the early stages. If a stack could take a little Anti-Recon with them, that'd make for a more balanced force. I suggest Canine units and Archery units (and gunpowder down the line) should have access... pehaps not for the slower melee units.
Anti-Hellicopter: Wow... really? Still no Anti-Hellicopter unit promos? I've thought about this one since vanilla! With the introduction of the Balloon units, this becomes all the more critical to establishing some game balance. Gunpowder and Heli units themselves should have access but NOT Armor units (though I'd think Dreadnaught units could be equipped with a reactive technology that would allow for access).
Minor City Defense for Melee and Guard Units: That's right... something between the effectiveness of Combat and City Garrison so we can feel better with the promos we're putting on units we only intend for city defense, units such as spearmen, axemen, and of course, town watchmen and their ilk.
4th City Garrison lvl: We're out of whack now, with 4 city attack levels, where's the fourth city defense level?
Bombard Accuracy: A chain of promos for improved accuracy (likelihood of hitting) of unit bombard attacks (and btw... anyone notice this only deals its damage to the unit on the round AFTER you've bombarded??? That seems a bit pointless when attacking a city doesn't it? Especially with the new city defenses...)
Bombard Damage: A chain of promos for improved damage when bombarding and successfully striking.
Has anyone noticed we have a decided lack of available promotions to bombard units and that those units don't really need any of the promotions they can get?
Surround and Destroy manipulators:
- Improved Surrounding (This unit is considered stronger than it actually is for purposes of establishing surround and destroy bonus for an allied attacking unit.)
- Improved Surround Resistance (This unit is less susceptible to the bonus granted opposing forces by Surround and Destroy - negates or limits maximum surround bonus against it.)
- Improved Surround Attack (This unit increases the surround and destroy bonus by another percentage increase when it attacks - thus at the first level, say 20%, if you've gotten your surround bonus up to 60%, it goes up another 20% of that 60%.)
Bombard Resistance: Fractionalizes the damage this unit suffers when bombarded.
Trap Damage Resistance: Fractionalizes the damage this unit suffers when it takes damage from trap buildings.
Maneater: For Attackable domesticated animal units. (for that matter, I feel each animal should have a training building that allows you to build domesticated versions of that animal to attack with - a Tiger trainer for example. heh heh.) A bonus to attack non-animal units.
I'm sure I'll think of more and I know we've had great discussions going on putting forth ideas for animals to gain inherant bonuses to terrain movement etc... something I was going to suggest long ago but never did get around to in our discussions.
Awesome!
Being a fan of the FFH2 mod, I feel this is a huge area we could really develop out for C2C and its very deserving of such efforts.
Here are some ideas I have for new promos (and I'm not making demands here, nor am I suggesting I'd like these simply done without being prepared to help in some way... it seems as if it'd be a fairly repeatable and learnable process to figure out how to create these.):
Anti-Espionage: Let me say in this that I don't feel rogue units should be considered melee units at all but rather should be their own unit types and for lack of a better word, Espionage comes to mind even though that's the realm of the spies (and since there is overlap, perhaps the spy itself should start behaving more like these pseudo-military, hidden nationality, able to enter enemy territory, largely hidden units). Assassins and Rogues and such are early powerhouse units and provide a fun layer of play that becomes less and less prevelant as the game progresses into such units being less useful on the field and more useful in political missions. Nevertheless, there should be some Anit-Espionage promos that can be accessed by Recon, Espionage, and Animal units. I'd also think the Guard style units should find access to these. This suggests they should be defined into their own category aside from just 'melee' and 'gunpowder' as well. And once again, some anti-promos for those categories could be interesting to give access to by Espionage, Melee, Gunpowder units as well.
Anti-Recon: Anyone else frustrated there's no Anti-Recon promos? Makes Hunter units too strong against military particularly in the early stages. If a stack could take a little Anti-Recon with them, that'd make for a more balanced force. I suggest Canine units and Archery units (and gunpowder down the line) should have access... pehaps not for the slower melee units.
Anti-Hellicopter: Wow... really? Still no Anti-Hellicopter unit promos? I've thought about this one since vanilla! With the introduction of the Balloon units, this becomes all the more critical to establishing some game balance. Gunpowder and Heli units themselves should have access but NOT Armor units (though I'd think Dreadnaught units could be equipped with a reactive technology that would allow for access).
Minor City Defense for Melee and Guard Units: That's right... something between the effectiveness of Combat and City Garrison so we can feel better with the promos we're putting on units we only intend for city defense, units such as spearmen, axemen, and of course, town watchmen and their ilk.
4th City Garrison lvl: We're out of whack now, with 4 city attack levels, where's the fourth city defense level?
Bombard Accuracy: A chain of promos for improved accuracy (likelihood of hitting) of unit bombard attacks (and btw... anyone notice this only deals its damage to the unit on the round AFTER you've bombarded??? That seems a bit pointless when attacking a city doesn't it? Especially with the new city defenses...)
Bombard Damage: A chain of promos for improved damage when bombarding and successfully striking.
Has anyone noticed we have a decided lack of available promotions to bombard units and that those units don't really need any of the promotions they can get?
Surround and Destroy manipulators:
- Improved Surrounding (This unit is considered stronger than it actually is for purposes of establishing surround and destroy bonus for an allied attacking unit.)
- Improved Surround Resistance (This unit is less susceptible to the bonus granted opposing forces by Surround and Destroy - negates or limits maximum surround bonus against it.)
- Improved Surround Attack (This unit increases the surround and destroy bonus by another percentage increase when it attacks - thus at the first level, say 20%, if you've gotten your surround bonus up to 60%, it goes up another 20% of that 60%.)
Bombard Resistance: Fractionalizes the damage this unit suffers when bombarded.
Trap Damage Resistance: Fractionalizes the damage this unit suffers when it takes damage from trap buildings.
Maneater: For Attackable domesticated animal units. (for that matter, I feel each animal should have a training building that allows you to build domesticated versions of that animal to attack with - a Tiger trainer for example. heh heh.) A bonus to attack non-animal units.
I'm sure I'll think of more and I know we've had great discussions going on putting forth ideas for animals to gain inherant bonuses to terrain movement etc... something I was going to suggest long ago but never did get around to in our discussions.