Might only work on recent SVN versions of C2C.
Healing rates modmod is now added to the SVN.
Main changes:
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"My take on Promotions"; it includes all the changes made in "Healing Rates" and here are some of the changed promotions:
(might be outdated)
I've also made changes in promotion requirements and nerfed bully/sting/bottleneck/swarm. I've tinkered with loose formations/forward observer/hit&run as well.
-Added 2 new promotion trees -Survival I-III & Pathfinder I-II. They are meant to bring structure to what promotions are available at one time and will perhaps replace some of the specific terrain promotions at a later stage.
-Survival promo grants 5% withdrawal chance, 5 % protection against collateral damage and a small defense bonus.
-Pathfinding I makes your unit ignore a movement penalty of 1 (same as Hit & Run did before, however in this modmod it does not.)
-Pathfinding II Same as Pathfinding I; sum of 2 less movement penalty.
-Removed Hillsman and Forestry; as Pathfinder fills their roles.
Here are a list of requirements for most (I probably forgot some) promotionlines: (might be outdated)
Some in-game examples:
This does make hunting more difficult, so if you want Rwn's dangerous hunting modmod you should make sure that you let dangerous hunting files overwrite the files from this modmod (Not the other way around, as that would make hunting impossible).
Installation: Just drag & drop the top folder called assets to the caveman2cosmos folder and overwrite what's there. Do not put it in the "My Mods" folder.
Healing rates modmod is now added to the SVN.
Main changes:
- The global value is the base healing rate of any units without any modifiers. [Default: 5-10-15-20 | Now: 4-7-10-10]
- SH is the promotion Self Heal & Self Repair.
- Fortitude is the only value I havent changed.
- Changed City base modifier relative to friendly territory to 0, hence a city without healing specific buildings will not offer better healing than friendly territory.
- Removed the healing effects from "Woodsman III", "Combat IV" & "Combat V" promotions as they upset the balance terribly.
- Removed the "can heal while moving" effect of "Self Heal/Repair III"
- Reduced group size impact on healing from 5→3% per group size.
Spoiler :
Edit:
@Toffer... Fortitude really doesn't do much at the moment. It was a step in the direction of preparing units to be able to obtain improved abilities to resist and recover from diseases, poisons and critical hits (afflictions), and resisting negative effects of elemental damage sources. Once those are in the game, (which an initial poisons mod could be made anytime here - I was officially waiting for equipment to be fleshed out first) fortitude will have an impact. It may as well be made to be invisible until then. I just took the opportunity to establish where the primary modifiers for fortitude would come from among promotions.
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"My take on Promotions"; it includes all the changes made in "Healing Rates" and here are some of the changed promotions:
(might be outdated)
I've also made changes in promotion requirements and nerfed bully/sting/bottleneck/swarm. I've tinkered with loose formations/forward observer/hit&run as well.
-Added 2 new promotion trees -Survival I-III & Pathfinder I-II. They are meant to bring structure to what promotions are available at one time and will perhaps replace some of the specific terrain promotions at a later stage.
-Survival promo grants 5% withdrawal chance, 5 % protection against collateral damage and a small defense bonus.
-Pathfinding I makes your unit ignore a movement penalty of 1 (same as Hit & Run did before, however in this modmod it does not.)
-Pathfinding II Same as Pathfinding I; sum of 2 less movement penalty.
-Removed Hillsman and Forestry; as Pathfinder fills their roles.
Here are a list of requirements for most (I probably forgot some) promotionlines: (might be outdated)
Some in-game examples:
This does make hunting more difficult, so if you want Rwn's dangerous hunting modmod you should make sure that you let dangerous hunting files overwrite the files from this modmod (Not the other way around, as that would make hunting impossible).
Installation: Just drag & drop the top folder called assets to the caveman2cosmos folder and overwrite what's there. Do not put it in the "My Mods" folder.
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