C2C - Units

Um, do you mean change Modern Infantry to upgrade to this, or add this as an option for Modern Infantry to upgrade to? (I'm guessing the latter but please confirm)

ETA: Any suggestions for the Chrome Infantry animation? I've tried marines, rifleman & oromo. Marines is the closest so far, but they all put the gun away to the right of the model.

I suppose there's more I can try, but suggestions would be appreciated.

Modern Infantry -> Chrome Infantry -> Clone Infantry

So Modern Infantry would be able to upgrade into Chrome Infantry OR Tesla Infantry OR Powered Armor Infantry

As for the animation I used this model as the base. So it says it uses the Navy SEAL animations.
 
Modern Infantry -> Chrome Infantry -> Clone Infantry

So Modern Infantry would be able to upgrade into Chrome Infantry OR Tesla Infantry OR Powered Armor Infantry

As for the animation I used this model as the base. So it says it uses the Navy SEAL animations.

For the progression, thx for confirming, that's what I did.

For the rest, the Navy SEAL uses the marines animation, so I tried that (again) and no luck...
 
Thanks Sparth. Quite relieved to declare that one a success...

Tempted to suggest maybe the Navy SEAL should have that animation too, but it's apparently not broke, so I'm not going to risk "fixing" it.:crazyeye:

So Sparth, I now have two units in the last stages of testing again (Chrome Infantry and Matnu). Do you want to make the buttons or shall I?
 

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@Hydro:
The weapon that Chrome Infantry is using looks a heck of a lot like a Coilgun... would that weapon be a fit for the tech access for the unit?
 
@TB

I suppose that gun could work as a coilgun. I am not every familiar with gun types so I could not say what it is.

Note the Chrome Infantry comes at Gene Enhancement (x99) tech. Which I think places it around the time of the Coilgun. Note that if we use the coilgun then it should also require the Coilgun tech (when you make it). Note sure if we need a special resource for it too. Right now it requires just Ammunition AND Firearms.

EDIT: Yeah you have Coilguns at x97, that should be fine. But still should add the requirement to the unit.
 
So Sparth, I now have two units in the last stages of testing again (Chrome Infantry and Matnu). Do you want to make the buttons or shall I?

Ill create buttons. Use any placeholders buttons for them and I do the rest.
 
@TB

I suppose that gun could work as a coilgun. I am not every familiar with gun types so I could not say what it is.

Note the Chrome Infantry comes at Gene Enhancement (x99) tech. Which I think places it around the time of the Coilgun. Note that if we use the coilgun then it should also require the Coilgun tech (when you make it). Note sure if we need a special resource for it too. Right now it requires just Ammunition AND Firearms.

EDIT: Yeah you have Coilguns at x97, that should be fine. But still should add the requirement to the unit.

Perfect. Very cool!
 
@Yudishtira

Notes
- Automated Robotics will be added by TB (See TB's post below)
- TB is renaming Humanoids tech to "Sapientroids".

---

Walker Droid

Tweaks for this ...

Rename to Walker Robot.

Req Building: Robotics Lab
Upgrade To: Automated Infantry

  • Ranged Accuracy +15%
  • Ranged Assault Damage +15%
  • Ranged Assault Damage Limit +15%

---

Automated Infantry
Graphic: Here (Use the Protectron model)
Icon: ?
Type: Robot (and Stuff)
Strength: 110
Movement: 3
Cost: 4850
Req Tech: Automated Robotics AND Automatic Coilguns
Req Resource: Service Bots AND Ammunition AND Firearms
Req Building: Robotics Lab
Upgrades To: Warbot Infantry

Special Abilities

  • Can Perform Ranged Attacks
  • +25% City Defense
  • +25% vs Gunpowder
  • Ranged Accuracy +20%
  • Ranged Assault Damage +20%
  • Ranged Assault Damage Limit +20%
  • Starts with Blitz promotion.
  • Cost +10 :gold: Per Turn
  • This Unit is Tradeable

Notes: Use Droid Infantry as a Base.

---

Warbot Infantry
Graphic: Here (Use the B1 - Battle Droid model)
Icon: ?
Type: Robot (and Stuff)
Strength: 120
Movement: 3
Cost: 5550
Req Tech: Warmachines
Req Resource: Service Bots AND Ammunition AND Firearms
Req Building: Robotics Lab
Upgrades To: Droid Infantry

Special Abilities

  • Can Perform Ranged Attacks
  • +25% City Defense
  • +25% vs Gunpowder
  • Ranged Accuracy +25%
  • Ranged Assault Damage +25%
  • Ranged Assault Damage Limit +25%
  • Starts with Blitz promotion.
  • Cost +10 :gold: Per Turn
  • This Unit is Tradeable

Notes: Use Droid Infantry as a Base.

---

Droid Infantry

Tweaks for this ...

Graphic: Here (Use the B2 - Battle Droid model)
Cost: 6350
Req Tech: Droids (new tech)
Req Building: Robotics Lab

  • Ranged Accuracy +30%
  • Ranged Assault Damage +30%
  • Ranged Assault Damage Limit +30%

---

Android Infantry

Tweaks for this ...

Graphic: Use the T-600 model currently used for the Droid Infantry
Icon: (Same as graphic)
Strength: 140
Cost: 6800
Req Building: Robotics Lab
Upgrades To: Sentroid Infantry OR Cyborg

  • Ranged Accuracy +35%
  • Ranged Assault Damage +35%
  • Ranged Assault Damage Limit +35%

---

Sentroid Infantry
Graphic: Use the T-800 model currently used for the Android Infantry
Icon: (Same as graphic)
Type: Robot (and Stuff)
Strength: 220
Movement: 3
Cost: 8900
Req Tech: Binary Subconscious
Req Resource: Androids AND Ammunition AND Firearms
Req Building: Robotics Lab
Upgrades To: Anthroid Infantry

Special Abilities

  • Can Perform Ranged Attacks
  • +25% City Defense
  • +25% vs Gunpowder
  • Ranged Accuracy +40%
  • Ranged Assault Damage +40%
  • Ranged Assault Damage Limit +40%
  • Starts with Blitz promotion.
  • Cost +10 :gold: Per Turn
  • This Unit is Tradeable

Notes: Use Droid Infantry as a Base.

---

Anthroid Infantry
Graphic: ? (Any Ideas?)
Icon: ?
Type: Robot (and Stuff)
Strength: 230
Movement: 3
Cost: 12100
Req Tech: Sapientroids
Req Resource: Androids AND Ammunition AND Firearms
Req Building: Robotics Lab
Upgrades To: Hi-Tech Robot

Special Abilities

  • Can Perform Ranged Attacks
  • +25% City Defense
  • +25% vs Gunpowder
  • Ranged Accuracy +45%
  • Ranged Assault Damage +45%
  • Ranged Assault Damage Limit +45%
  • Starts with Blitz promotion.
  • Cost +10 :gold: Per Turn
  • This Unit is Tradeable

Notes: Use Droid Infantry as a Base.

---

Cyborg

Tweaks for this ...

Upgrades to: Super Soldier OR Anthroid Infantry

---

Thanks! :goodjob:
 
Note I'm not actually adding Automated Robotics so much as it's a rename of TECH_AUTOMATED_SERVICES, which is currently named 'Droids'. I AM adding a tech NAMED Droids that comes later in the tree and pretty much replaces Artificial Intelligence (and comes a column before the current AI tech.)

Changes should be in place before long into the weekend here.
 
Walker Droid

Tweaks for this ...

Rename to Walker Robot.

I'm assuming it can still alternately upgrade to the Assault Droid or Scout Mech. Ie. just the Droid Infantry upgrade option is being replaced by Automated Infantry.
 
Warbot Infantry
Graphic: Here (Use the B1 - Battle Droid model)

Droid Infantry

Tweaks for this ...

Graphic: Here (Use the B2 - Battle Droid model)

I'm not seeing a B1 or B2 anywhere. I've assumed you mean 'battledroid' and 'superbattledroid' respectively.
 
@Yudishtira

Another UU.

Haida War Canoe
Graphic: (I am asking Sparth to make a reskin of the War Canoe)
Icon: ?
Type: Wooden Ships (and stuff)
Strength: 3
Movement: 1
Cost: 10
Req Tech: Harpoon Making
Req Resource: Haida
Req Building: Canoe Builder's Hut
Upgrades To: War Galley

Special Abilities

  • National Unit (15 Allowed)
  • +50% vs Wild Animals
  • This Unit is Tradable
  • Cannot Enter Polar Ocean, Ocean, Tropical Ocean
  • Starts with Coastal Assault I

Notes: Use War Canoe as a Base.

---

Thanks! :goodjob:
 
@Yudishtira

Another UU.

Dene Sled Dogs
Graphic: (I am asking Sparth to make a reskin of the Trained Dogs)
Icon: ?
Type: Cannes (and stuff)
Strength: 3
Movement: 2
Cost: 20
Req Tech: Canine Domestication
Req Resource: Dene AND Dog
Req Building: Dog Breeder
Upgrades To: War Dogs

Special Abilities

  • National Unit (15 Allowed)
  • Doesn't Receive Defense Bonus
  • -50% City Attack
  • +20% Hill Attack
  • +25% vs Archers
  • +25% vs Mounted
  • +25% vs Criminals
  • Cannot Capture Cities or Units
  • Can See Camouflaged Units
  • This Unit is Tradable
  • Ignore Movement Costs
  • Starts with Arctic Combat II, Arctic Combat II, Arctic Combat III

Notes: Use Trained Dogs as a Base.

---

Thanks! :goodjob:
 
:mischief::lol: As an Australian I would have thought you would have known exactly what/who B1 and B2 are:lol:. I can't see how they would fit into C2C though. ;)

Well I've always suspected they're droids, so naturally have wondered whether they are perhaps C3PO and a protocol droid "colleague" in "deep cover".

Consider the parallels:
"No R2, I am not thinking what you're thinking - what a ridiculous notion - and I'm not going that way! Contrary to popular belief, I simply loathe chasing teddy bears, and I just can't wait for this whole benighted, ill-begotten trilogy to be over!"
 
What is the UNITCOMBAT_WEAPON_DIST_... for an (automated) coilgun? If it was recently created, what SVN was that?

I'll just use fully-automatic for now.

There may be others I need to know for these droids and stuff, I'll have to check...
ETA: OK well the later units' tech prereqs don't explicitly mention weapons, so I could assume all these are equipped with coilguns....

ETA2: Another unitcombat question: are these still gunpowder units, so do they have their bonus against each other?
 
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