2nd UU and 2nd UB for DoC

I want all civs the have Unique buildings and Unique units. That's the whole point of this modcomp.

I did look in the threads for the new civs. It did gave me some ideas. I have an UB for most of the new civs. (Only Colombia still doesn't have one yet) The UU is the biggest problem. Almost all suggestions I saw would replace or the Cavalry or the Rifleman. I want to avoid that every Latin American civ all have UU for the same units. (That's why I currently lean towards the Brazilian Osorio. It replaces the MBT, which isn't the best option. But it's one of the very few UU that isn't a rifleman/cavalry(/infantry).)
 
My ideas:

Brazil:
2nd UU-Pracinha(SAM Infantry), only needs Assembly Line, 18 :strength:, 2 :move:, +10% :strength: vs. Gunpowder units

Since there is no UU replace SAM Infantry now.

Argentina:
2nd UU-Exocet(Guided Missile), can attack and destroy Navy units(80% chance)

Since there is no UU replace Guided Missile now, and Exocet destroyed the British "HMS Sheffield D-80" in Falklands War.
 
This event is sure its most famous one, but the Exocet missile is actually a french creation and was sold to Argentine during the Falkland war...
 
This event is sure its most famous one, but the Exocet missile is actually a french creation and was sold to Argentine during the Falkland war...

Oui, I know it certainly. But it's too hard to find another unique unit to represent Argentina.
 
The Patricios could be a second UU for Argentina replacing rifleman, infantry or marine. It could be cheaper, stronger, have a bonus in defense or fighting in Argentine tiles
 
No. I'm currently working on it. Today, I updated all units of the previous version to v1.11. I only have to do the new civs and the python. But I still don't know which units I should choose.

When I'm finished with the units modcomp, I will start on the UB modcomp.
 
No. I'm currently working on it. Today, I updated all units of the previous version to v1.11. I only have to do the new civs and the python. But I still don't know which units I should choose.

When I'm finished with the units modcomp, I will start on the UB modcomp.

Thank you. This looks fun. I'll download it once my computer gets fixed.
 
I think I know what units I will give to the new colonial civs.

Brazil:
I still not completely sure. It will be either the Guarda Nacional, replacing the Rifleman or Infantry and recieves 25% city defense bonus, or the Osorio, which replace the MBT. (I think the Guarda Nacional is probably better for gameplay, but I just like the Osorio)

Argentine:
Patricios: Replaces Marine, I don't know yet what the bonus will be. I was thinking of some free promotions. (Pinch, Drill I?)
(I want to avoid that 1 UU can upgrade in the other UU. Therefore, the Patricios will not replace the Infantry, as the Mounted Grenadier upgrades to the Infantry. The Rifleman is also an option, but then I think the UU will not be as useful)

Mexico:
Ejercito Constitucionalista (constitunional army): replaces infantry. 25% vs. gunpowder units.

Colombia:
Llanero: replaces Cavalry. -20 hammers, can fortify.
The Rurales will loose it's hammer discount. Otherwise the Llanero would be a weaker version of the Rurales. I think it's unfair when 2 UU have the same bonus, but one of them get something extra, making is a little stronger.
 
MBT is too late, almost equal to none. I prefer Guarda Nacional replace SAM, and available early, maybe combustion

Grenadier Cavalry updates to Gunship, but not Infantry. Though I also prefer marine as UU

There is no horse in Columbian Core Area, maybe this UU doesn't need horse to build?

By the way, will you change something original in this mod, like the hammer cost of Rurales?
 
MBT is too late, almost equal to none. I prefer Guarda Nacional replace SAM, and available early, maybe combustion

Grenadier Cavalry updates to Gunship, but not Infantry. Though I also prefer marine as UU

There is no horse in Columbian Core Area, maybe this UU doesn't need horse to build?

By the way, will you change something original in this mod, like the hammer cost of Rurales?

A SAM infantry is one of the most useless units in the game. The AI hardly ever builds it. The human player too. (At least, I have never build it because it's useless). I think I will let it replace the Infantry. I think that the Rifleman expires to early.

Checked it and your right. (I only looked at the vanilla grenadier, which have different upgrades) Althoug I think the Infantry fits better, I will use the Marine. The Mexican and Brazilian UU will already replace the Infantry. I don't want every civ in Latin America to have an UU that replace the same unit.

It depent how close the nearest horse resource is. If it is a little outsoide their core, I will leave it the same. If the horse is too far away, I will add a horse resource near/in their core.
The greeks also don't have a horse in their core area. But there is a horse in Anatolia. I think that is close enough and you need to control that area anyway for Alexanders Empire.

Yes. But I think the removal of the hammer discount is the only thing I will change. (That will not hurt the game too much I think)


I could swap the Argentinian and Brazil UU replacements. The Guarda Nacional could replace the Marine (with a city defense bonus) and the Patricios can replace the Infantry.
 
Good news. The 2nd UU modcomp is released!

Grab it from the 2nd post.


General changelog:
Updated to DoC v1.11
2nd UU for all civs
Art updates
Some 2nd UU are changed/updated
Improved code (inherited from DoC 1.11, not my own code)

For more detailed info, download and play the modcomp.
 
Congratulations! Looking foward to 2nd UB modcomp.:)

And there is a question, I use VD&ECs, is it necessary to use the file "VD_CIV4CivilizationInfos" you offer in #218? Since now there is only 2nd UU modcomp without 2nd UB.

It seems that something is wrong, every civ can't build its 2nd UU. But in my svn541 without VD&ECs, it can be used perfectly. So it seems something wrong when 2nd UU runs with VD&ECs.
 
Congratulations! Looking foward to 2nd UB modcomp.:)

And there is a question, I use VD&ECs, is it necessary to use the file "VD_CIV4CivilizationInfos" you offer in #218? Since now there is only 2nd UU modcomp without 2nd UB.

It seems that something is wrong, every civ can't build its 2nd UU. But in my svn541 without VD&ECs, it can be used perfectly. So it seems something wrong when 2nd UU runs with VD&ECs.

I use VD, no SVN, with VD_CIV4CivilizationInfos, and it works well.
 
I use VD, no SVN, with VD_CIV4CivilizationInfos, and it works well.

Er...Are you sure? When I use VD with VD_CIV4CivilizationInfos, some UUs like Arabian Ghazi and American Minuteman can't be built, and Chinese Pavilion and Babylonian Garden can be built even when there is no 2nd UB modcomp.
 
Er...Are you sure? When I use VD with VD_CIV4CivilizationInfos, some UUs like Arabian Ghazi and American Minuteman can't be built, and Chinese Pavilion and Babylonian Garden can be built even when there is no 2nd UB modcomp.

Er...you're right. :blush: I see a sequence of error messages when I reload the game. They're referring to UBs, but also to a pair of UUs, like American Minuteman and Arabian Ghazi.
Here the kind of error I see:

TAG: BUILDING_AMERICA_WILD_WEST_BANK in Info class was incorrect
Current XML file is: modules\varietasdelectat\xml\unitartstyles&civinfos\vs_civ4civilizationinfos.xml

I noticed no problem because my Medieval Europe was full of 2nd UUs, so I thought everything was ok.
 
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