Kailric
Jack of All Trades
DOWNLOAD 0.5 alpha 6/23/08: View attachment Engineer.rar BTS 3.13
What this mod is:
This mod adds 7 new promotions that incorporate the idea of Combat Engineers. The icons and lots of the ideas in the mod where taken from the US Corps of Engineers website and actual history. In ancient times, Greek soldiers where capable of building roads and forts, and throughout history there have been regiments dedicated to Engineering tasks. This mod will be added to my Strategic and Tactical Warfare Mod as well.
Testing and Source Code
As this is alpha versions there may be bugs. Please report anything you find that doesn't seem correct or causes crashes and errors. SDK Source Code is included. Only English is supported.
New Rules:
All Siege Engines (Machine Gunners not included) no longer disappear when destroyed. Instead they become disabled (can't move, attack, heal, bombard, etc) and no longer belong to its original owner. Any player can then take a Unit with any rank of Combat Engineer and move it into the space with the Disabled Siege engine and repair it. The siege unit will then belong to the player and is no longer Disabled.
Other Rules:
AI Updates and Use of new rules
New Promotions:
Obtained by classes:
Combat Engineer I
Combat Engineer II
Combat Engineer III
Combat Engineer IV
Combat Engineer V
Civil Works I
Civil Works II
Things to add:
1. Graphics for Disabled Units actually show a Destroyed Unit instead of just Damaged ones.
2. Forts must be connected by roads before they receive bonuses from Engineers. This is done !
3. AI uses all rules
4. Great Engineers can "Enlist" or join a Unit as per a General, the Unit then auto receives all ranks of Combat Engineer. This is Done
5. Improved Animations for Solders who build roads and forts -Done
6. Engineers building roads and forts need to stack with normal workers work rate as to combine efforts. DONE
7. Help note on Engineer Rank 5 should mention the increase in build rate
Things to add for the AI:
1. will sometimes Enlist Great Engineers
2. will make use of soldiers building roads and forts -Done
3. Paratroopers make use of rank 5 Gunships
4. AI makes better use of the Engineers stack bonuses
Help needed:
If you can mod some new Graphics of all the Siege Engines in a destroyed state and post them, that would be great! Or if you can come up with any better Great Combat Engineer units also let me know!
What this mod is:
This mod adds 7 new promotions that incorporate the idea of Combat Engineers. The icons and lots of the ideas in the mod where taken from the US Corps of Engineers website and actual history. In ancient times, Greek soldiers where capable of building roads and forts, and throughout history there have been regiments dedicated to Engineering tasks. This mod will be added to my Strategic and Tactical Warfare Mod as well.
Testing and Source Code
As this is alpha versions there may be bugs. Please report anything you find that doesn't seem correct or causes crashes and errors. SDK Source Code is included. Only English is supported.
New Rules:
All Siege Engines (Machine Gunners not included) no longer disappear when destroyed. Instead they become disabled (can't move, attack, heal, bombard, etc) and no longer belong to its original owner. Any player can then take a Unit with any rank of Combat Engineer and move it into the space with the Disabled Siege engine and repair it. The siege unit will then belong to the player and is no longer Disabled.
Other Rules:
- Units that are disabled can't act in anyway.
- Any unit can move into the space with disabled units if there are no Enemy
units present. - The amount healed on Repair depends on the level of the Unit, its Rank, and some randomness
- All Disabled Siege Engines last for 10 turns before they will decay completely and are destroyed, thus removed from the game.
- Great Engineers can now "Enlist" to join a Unit. This gives the unit all 5 ranks of Combat Engineer. Also awards 5 xp to all units in the stack, and otherwise works as a Warlord Unit.
- Forts must be connected to the working city before extra bonuses are applied.
- For units to receive stack bonuses from Engineers they must stay in the same square as the Engineer, if they leave they lose the bonus.
- When a Combat Engineers work a tile two worker units are added to the unit for the duration of the work
- Combat Engineers can now build Forest Preserves and Workshops
- When a Great Engineer enlists to join a unit its graphic changes, it now wears a uniform appropriate to the era as shown in the screen shot. Thanks to the makers of the units I used, I'll have to go back and see who originally made them and make a better note when closer to final release.
AI Updates and Use of new rules
- will attempt to repair disabled siege engines
- will make use of the Combat Engineer and Civil Works Promotions
- rank 4 Combat Engineers will sometimes prioritize defending Cities
- rank 5 Combat Engineers will prioritize defending forts to obtain the extra
bonuses when not at war - rank 3 or higher Combat Engineers will often times follow workers to help them with their tasks and defense
- rank 3 or higher will build road, forts, etc.. during times of peace
New Promotions:
Spoiler :
Obtained by classes:
- Melee
- Gunpowder
- Helicopter
Combat Engineer I
- Rebuild/Repair Siege Engines
- +5% Fortified Modifier (max fortify is 30%) for all units in the stack
- Tech: Mathematics
- Required Promotions: NONE
Combat Engineer II
- Faster Fortify (units fortify twice as fast) for all units in the stack
- +10% Fortified Modifier (Max Fortify is 40%) for all units in the stack
- Tech: NONE
- Required Promotions: Combat Engineer I
Combat Engineer III
- Build Roads and Forts
- All units in the stack receive Amphibious and can attack across rivers with no penalty
- Tech: Engineering
- Required Promotions: Combat Engineer II & (Woodsman I or Drill I)
Combat Engineer IV
- +10% Heal to all Mechanical Units in the stack
- Reduce Bombard, Air Bomb, and Air Strike Damage by 2 times Fortify Bonus (10% - 80%) for all units in the stack
- Tech: NONE
- Required Promotions: Combat Engineer III & (Woodsman II or Drill II)
Combat Engineer V
- +1 Production, Food, and Gold if fortified within a Fort that is worked by a city.
- Helicopter Class Units allow Paratroopers to paradrop from the space the Helicopter occupies.
- Build roads and forts at twice the rate
- Tech: Military Science
- Required Promotions: Combat Engineer IV & (Woodsman III or Drill III)
Civil Works I
- Help Workers build Improvements +50% faster when Fortified in same Tile
- -25% City Maintenance when Fortified within a City
- Tech: Civil Service
- Required Promotions: Combat Engineer IV
Civil Works II
- Civil Works bonus if Fortified within a City or Fort for all Adjacent Tiles: +1 Food to River tiles, + 1 commerce to Forest Preserve, +1 Production from Workshop or Forts
- Free Engineering Specialist if Fortified in a City
- Tech: None
- Required Promotions: Civil Works I and Combat Engineer V
Things to add:
1. Graphics for Disabled Units actually show a Destroyed Unit instead of just Damaged ones.
2. Forts must be connected by roads before they receive bonuses from Engineers. This is done !
3. AI uses all rules
4. Great Engineers can "Enlist" or join a Unit as per a General, the Unit then auto receives all ranks of Combat Engineer. This is Done
5. Improved Animations for Solders who build roads and forts -Done
6. Engineers building roads and forts need to stack with normal workers work rate as to combine efforts. DONE
7. Help note on Engineer Rank 5 should mention the increase in build rate
Things to add for the AI:
1. will sometimes Enlist Great Engineers
2. will make use of soldiers building roads and forts -Done
3. Paratroopers make use of rank 5 Gunships
4. AI makes better use of the Engineers stack bonuses
Help needed:
If you can mod some new Graphics of all the Siege Engines in a destroyed state and post them, that would be great! Or if you can come up with any better Great Combat Engineer units also let me know!