charlesb96
King
There are several units that are defend only, but they have no combat strength anyway, so it is an instant kill. Can they be given strength so they CAN defend?
Entertainer line.
Entertainer line.
There are several units that are defend only, but they have no combat strength anyway, so it is an instant kill. Can they be given strength so they CAN defend?
Entertainer line.
I want this. Bad. But the code relies on no strength for many behaviors. I've determined a way around most of the issues it creates but it's a matter of time to implement. This opens up other cans of worms beyond that too but I've been making preparations for this shift as I've been working on combat class assignments all along.There are several units that are defend only, but they have no combat strength anyway, so it is an instant kill. Can they be given strength so they CAN defend?
Entertainer line.
Yes, some buildings do give GG pts but those begin to add weight to the chance to birth GGs on the normal GP pool. Other tag effects are adding % modifiers to the amount of xp awards that translate into GMP pts after battles, some affecting only battles (xp award events) inside borders.Thinking on it some buildings give points towards GGs and have a chance per successful combat in your territory of generating one. It was probably the latter that I saw happen.
Ello, I have noticed that there are a number of nuclear and biological weapon units in the game. However there no chemical units! (That I could find on the civpedia except for poisoned weapons units and promotions). Thus I highly recommend that a chemical arsenal be created for the game.
It should start with the ancient/classical age with some toxic smokes such as arsenic smoke, mustard smoke, sulphur smoke(perhaps promotions to arsenists giving them an option to bombard a tile with poison smoke bombs.
These could update to early modern artillery cannons that can be promoted to use chemical agent laden shells such as chlorine gas, mustard gas, cyanide gas. Bombs laden with these chemicals should also be able to be specifically dropped from all military aircraft if the city or airbase hosting them has access to the chemical agents (as a resource). If carried on a carrier as an airbase, the carrier should have to have a special promotion to be able to supply the aircraft with chemical weapons. The chemical can be dropped via bomb or through spray-systems on aircraft. These gases should act as light collateral damage to both military units and civilian populations.
Later on the industrial/modern era, nerve agents such as sarin, cylcosarin, tabun, soman, and the V-series nerve agents such as the infamous VX, as well as the other, less commonly known gases (VE,VG,VM) should be available for use having significantly more devastating effects on the targets. (V series gas effects lasts longer because of long-term residue.) As an aside, ricin, produced by organisms, is also an extremely deadly chemical agent developed around this time, though I do not believe it is a nerve agent.
In the late modern era, novichok nerve agents should be made available which are around 8 times more powerful in its toxic effects than VX. These are dispersed as an ultra-fine powder rather than a gas. Novichok chemical agents can penetrate the vast majority of all chemical personal protection equipment. The cppe should be represented as promotions for infantry and early tanks for some defense against chemical attacks. Later tanks should automatically be given these promotions due to them being built in real life with chemical warfare protection.
After the invention of rocketry and whatnot, cruise missiles and eventually ballistic missiles carrying such chemical agents should be available for production. Also, in the medieval period or classical era, trebuchets should be able to launch dead farm animals after a promotion to spread disease to cities as a siege tactic.
That's correct. There are some wonders which give GG pts to the general pool. So therefore I was thinking it might not be so bad to have some capacity for Doctors and Engineers to potentially emerge from GMP earnings (albeit very uncommon.) And a few more points stemming from this:DH After Editing said:Great General - Thinking on it some buildings give points towards GGs and have a chance per successful combat in your territory of generating one. It was probably the latter that I saw happen. Since neither the GG pool nor the Great People pool was anywhere near full and was unchanged. You can get GGs from the general pool.
Should be very easy to do. Pretty much the whole structure is already laid out since it's been done for buildings. It's just a matter of time to get it done. If I don't get to it soon, remind me.DH After Editing said:Specialists tags - similar to buildings- provide a % to the speed of building a combat class. I think.
Where are we at with breaking those specialist limits?
Was it intended that some workers cannot do certain improvements? Camel Worker cannot do Thatch cutter, or plant picking camp.
Can Tamed Bears create stories about bears? Just not the specific bear, unless that can be implemented, tamed Moon bear, Grizzly, so on.
Bug edit
Not intended at this time. In fact I may remove that from all the subdued and tamed units as these buildings are more to do with the Story Teller line. On second thoughts I may keep it on the subdued animals so you have something to do with them.
Besides all you need is a Bard or later and that will build the Story building or the Stories pseudo wonder to give you the equivalent to the Story building in all cities. You need the specific Myth/Song building to be able to build the story buildings and that does require subduing an animal.
@MacCoise: Remember that you're playing the SVN version, a development build not really meant to be played but for testing; balance will come in due time. DH (or someone) is going to add more education bonuses to prehistoric buildings/myths soon.
It is a good change since all the properties should have ways to get worse, it also makes sense that education is harder to maintain with a larger population.
Thanks. And I agree.
That change makes the start game almost unplayable for now though