Ahriman
Tyrant
Perhaps the Thumper promo can be added to Fremen units after they research some tech that is not in the first tier, just to delay the advantage.
I quite like this, if its feasible. Stillsuits?
Perhaps the Thumper promo can be added to Fremen units after they research some tech that is not in the first tier, just to delay the advantage.
Why does moving units through Spice cost more movement points? It doesn't feel like there is a logical reason for this.
... It may be too powerful for a first level unit; what do you think?
How about a widthdrawal ability against worms only?
Please see civilizations/civ4civilizationinfos.xml. Search for CIVILIZATION_BARBARIAN. Search under that for <Units>. You will see a large list like this:Entirely separate issue that I am reminded of; you once posted a list of units that barbarians have access to (or rather, the file where this is located).
<Unit>
<UnitClassType>UNITCLASS_SMUGGLER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
I think the reason for this was to stop workers being able to move onto spice tiles and begin building in the same turn. We could probably get a similar effect though by increasing the build time on harvesters by 1 and removing the movement penalty.
Also: the "spice worker" UU for Arrakis Spice civic should probably have 3 movement points, or double moves on desert, or something. Otherwise its not really worth building.
Please see civilizations/civ4civilizationinfos.xml. Search for CIVILIZATION_BARBARIAN. Search under that for <Units>. You will see a large list like this:
<Unit>
<UnitClassType>UNITCLASS_SMUGGLER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
It has a +50% work rate. Is that too weak? A secondary point of building it is so that you can automate it, and be sure that it will only build harvesters. Do you think movement 3 will make it more useful?
presumably the player would expect to have the automatic promotion suddenly appear on existing units also
I see what you mean, but again I think the fluff-loss is pretty unimportant.But, it seems a little artificial to do that. You attract a worm to ride it using a thumper, so saying that you can have sandrider but not thumper seems odd.
It also looks like the section is fairly empty for most other civs.
So, if I want to enable any units and buildings for barbarians, do I just delete the entry with:
Making them 3 moves (or double moves on desert waste/deep desert) in addition to the +50% work rate would make them significantly more useful.
Also, another way of implementing the spice worker would be to give it a carryall graphic, and change its name to "Harvester air wing" or "Spice carryall" or something similar.
Yes, just delete the entry and the barbarian can build them.
The fast worker can also build all the normal improvements. I would not build a 3-move worker who could only build harvesters; I would rather have regular workers.The vanilla Indian Fast Worker has move 3 but no work rate improvement. Let's try that.
I don't see any particular reason for two separate spice industry units (and I'd prefer to just restrict this effect to spice industry civic).That may make a good separate late game spice industry unit
Yes. I'd see it as a single unit with 4-5 movement and a +50% work rate, that could build only harvesters, and had a carryall graphic of some kind (maybe holding a harvester underneath it?).It would have movement 4-5 like a carryall unit, but it would save you from micromanaging to get workers and carryalls into the same stack, then loading and unloading.
BTW, I am pretty sure that vanilla workers do get carried from place to place by naval units, so I think the AI *can* use this feature
I don't think that was on purpose, or perhaps I have forgotten the historical reason. I will put it onto the to-do list; it is a one character change in terrains/civ4featureinfos.xml.
Ok, i'll add it to my to-do list, perhaps some retexture
A few units and culture buildings deleted.
1 movement barbarian-only variants of crysknife fighter and Naib's chosen ("Desert Raider" and "Wormrider") might be cool to have too.
The fast worker can also build all the normal improvements. I would not build a 3-move worker who could only build harvesters; I would rather have regular workers. It needs significant bonuses (eg faster move and work rate) to be worth building.
Should we have two units or one (I vote for two)? Should the new carryall unit be restricted to spice industry (I could go either way)?