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Looks fantastic! Will require alot of balancing and testing but for this we have the community:D
But one request. Can we keep this for the Warlordsversion? It will take hours for me again to integrate that into the xml and I really don't want to do it twice.
That means if anyone else is going to do the xml job for the vanilla no problem but adding all the tags to everyunit for two versions will surely kill me:(
Also I'd like to be sure we cleansed the bugs of the current version first before we add anything more.
 
Thx Olleus. I know it will be hard and I apologize in advance for all bugs caused by me. But I guess it will only get harder isolating the bugs if we add more and more before we isolated them. As soon animosity 2.1 is integrated with your spells I think we should use this as last public release for vanilla and concentrate solely on Bughunting until Warlords.
 
The way this sounds is brillant and will add a fantastic unique flavour to the mod. Top marks LO! Is there any AI weight to keep units together if someone has a high morale? And not waste all the high morale units on noe square?

But even if we are not using it until warlords, will the 'commented out' version be uploaded into the dll thread? I'm curious to see how code is behind this puppy.
 
They way I thought of it we allways only have the leadership button(and unbreakable of course as option) and another button for a leader showing like a normal promotion in addition which declares that the unit's leadership is used as replacemend for other units in the tile.
 
I just thought abot that since at that imagesize it's hard to make a difference between Leader and ordinary leadership if the pic is not totally different. And we can make promotions for all types of heros easily(hero, wizard, wizardlord etc.) without having to mess around with the gamefonts too much. Anyway I made a first attempt, can you try if it works? I don't know where you take the coordinates exactly though can you have a look at it in dxtbmp yourself?
The fist is for unbreakable and the winged sword for leadership. If it works I will polish them up a little.
 

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:lol: I stupidly saved my changes to the vanilla not the mod. Could you send me the vanilla font75 please?
Yep I agree looks a little odd. Just do another check if this works as well(btw what were the coordinates?).
I will do simpler symbiols then;)

Edit: backup first! this is vanilla plus moralbuttons!
 
personally, i really like those icons you made ploe.
perhaps to make it simpler, loose the square 'backgrounds' and make them white like the foot and hand, so basically just the outline of them.

the winged sword is great btw:thumbsup:
 
I think I will leave it for now. It's not easy for me working on the gamefonts without photoshop(I sometimes get weird results with dxtbmp messing up the image totally for a reason I don't know-gimp and dxtbmp don't work well together-so I already had to redo those icons alot). I think we should simply use the same icon for Leaders like Leadership. I can simply make a promotion with a strategytext to explain the units leadership is added to the unit and stack it acompanies. Making buttons is a lot easier and I would prefer the flexibility of that if you don't mind.

Edit: that doesn't mean this has to be final, I might polish them up later on.;)

Edit2: Anothr note on breaking units. Can we have a chance the unit gets destroyed (like 50%) when attempting to flee-otherwise it might be like the advantage to withdraw?
 
Ok mouseover should suffice then.
I think the high chance of dying really should be(if they don't die damage is good as is), since units that withdraw in civ are already pretty damaged but it's an advantage they didn't die still because of this you can promote them to better withdraw in vanilla PL.;) BUT breaking and fleeing in no way should be considered an advantage by players! Those units should be out of control several turns, seriously damaged and not being able to recover fast or easily die whatever you think is best to do Olleus just make sure no player ever will like to misuse lowmorale troops as skirmishers to weaken the enemy and withdraw to attack with his stronger units afterwards and gain an easy victory and not suffering losses.
 
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