2nd UU and 2nd UB for DoC

If Longbowman follows is RFCE counterpart, so that it comes with free promotions, then it can be upgraded into Riflemen and there won't be much of a difference.

A conceptual design is this:

English Longbowman

- Replaces Longbowman

- Upgrades into Rifleman

- Requires Guilds, Archery

- Cost: 70 (same as Berserker)

- Base Strength 7

- +25% Hills Defense

- Starts with Drill I, Formation
 
This was also my idea. But I have to agree with Leoreth that the Longbowman wouldn't be used very much in the game. When you probably will have a war, the Longbowman is outdated. So I will go for the Man-O-War instead for gameplay reasons. (A bonus is that the Man-O-War is connected to one of their UHV)
 
My problems with a Longbowman UU (So the Yeoman & Yumi Archers)
is pretty much summed up in this thread from the General Discussions forum.

http://forums.civfanatics.com/showthread.php?t=374970

I don't think it would be good for game balance.

About the Ancient Cannons, perhaps you should replace them with the Pen Huo Qi instead if you're set on using them. You wouldn't really need to replace the graphics and it can do the same thing, since it was mounted flamethrower.
 
My problems with a Longbowman UU (So the Yeoman & Yumi Archers)
is pretty much summed up in this thread from the General Discussions forum.

http://forums.civfanatics.com/showthread.php?t=374970

I don't think it would be good for game balance.

About the Ancient Cannons, perhaps you should replace them with the Pen Huo Qi instead if you're set on using them. You wouldn't really need to replace the graphics and it can do the same thing, since it was mounted flamethrower.

I see what you mean. But I don't think that would automatically be the case for DoC. Japan wouldn't have that many Yumi Archer by the time they become obselete. They don't have that many cities to defend. I think this won't hurt the gameplay that many. (I didn't talk about the Yeoman Archer because I already dropped them and chose for the Man-O-War)

I think the Ancient Cannon is more a of Chinese warfare signature than the Pen Huo Qi is. I think I will keep it this way. (But I will think about it.)
 
What do you exactly mean by that? Do you mean what the purpose is of this modcomp? Or do you mean how far the progress is?

If it is the first question, I'm trying to give all playable (and some non-playable) an extra UU and an extra UB.

If it is the second question, I have 15 UU already coded. Many of the other UU won't be hard to code, because I already made a 2nd UU/UB modcomp for RFCMarathon. So I only have to copy-paste the stuff in many cases. The UB will be a bit harder, because I have to change some C++ files. (But I only have to copy-paste the files for this too, in most cases)
 
Or a musketman replacement with 2 moves (unless Merijn decides to bring back Musketeers this ability is free).
 
Isn't it already the case for many UUs? Or are you talking about something else?
 
What about change the name of "Paladin" to "Gendarme" , because "Paladin" seems not very historical and it is a Frankish but not French unit

Will you make some UU require technology different from its original unit ?
If you do this, I suggest Doppelsoldner requires the Guild technology.
 
Bandeirantes sound interesting. Judging from the wikipedia entry, they could indeed be combat-capable explorers with a bonus against natives and the ability to enslave native units. Way to represent the triangular trade. And/or they increase chances of finding resources.

In M2TW, one of the Portugese UU are the Aventuros, elite pikemen (a sort of tercio, composed entirely of young noblemen in reality).
 
Or a musketman replacement with 2 moves (unless Merijn decides to bring back Musketeers this ability is free).

I won't bring back the Musketeers, but I think an extra :move: for the Musketeers is kinda weak.

Will you make some UU require technology different from its original unit ?

Chinese Ancient Cannon, Phoenician Shipyard :rolleyes:

What about change the name of "Paladin" to "Gendarme" , because "Paladin" seems not very historical and it is a Frankish but not French unit

If you do this, I suggest Doppelsoldner requires the Guild technology.

France represents the Frankish when they spawn. (Like the Vikings also represent Sweden in the late game) I don't see why they shouldn't get the Paladin.

Bandeirantes sound interesting. Judging from the wikipedia entry, they could indeed be combat-capable explorers with a bonus against natives and the ability to enslave native units. Way to represent the triangular trade. And/or they increase chances of finding resources.

In M2TW, one of the Portugese UU are the Aventuros, elite pikemen (a sort of tercio, composed entirely of young noblemen in reality).

I really like the Bandeirantes, but I don't think they should replace the Explorer. The Explorer is kinda weak. It wouldn't be able to fight the Natives very well. (And it won't get a bonus vs. Natives, because that's too hard to code. Same for enslaving units.) Just a :strength: bonus wouldn't be good either, because then it will be too strong compared to the vanilla Explorer. (This could be compensated by making it aviable later, but that's not a good option IMO)

A bonus vs. Archery and Melee units (when it replaces the Musketman) is good for fighting natives, but then it is too similar to the Turkish Janissary.
 
In the original modcomp (for RFCMarathon), these python files were changed:
Consts.py
Victory.py (Roman UHV: Construct 5 Barracks --> Construct 5 Castra)
cvBuildingPedia.py (To show some hidden buildings, like Babylon Garden)
cvPediaMain.py (To hide the new, non buildable UU, like Celtic Carpentom)
MercenaryUtils.py (avoid that 2nd UU can be a merc)
Barbs.py (Celtic Carpentom and Native American Brave spawn)
RiseAndFall.py (Some starting units are 2nd UU)

And ofcourse the thing you changed in the DLL.

I also had some changes map. (600 AD, with Swiss Pikeman in Rome and Tagmata in Constantinople, instead of Pikeman. No other changes) But this can be included next to the other scenarios, so this won't cause any problems.

All other files were art and XML, which can be included in the Module. I'm not sure however if the python can "read" the XML files from the module. (Does the consts.py "read" the module XML or the vanilla files)

When do you expect to launch a new version with the Prussians? If that is soon, I will wait for that, so I can include their 2nd UU UB with the others. Also, do you have plans for more new civs in the near feature?


Is it necessary to modify the map just for the swiss pikeman which only appear in Rome in the whole game and not historically appear in 600ad ?

And I suggest some UUs such as Landsknecht , Doppelsoldner, the Byz 1st UU(sorry for forgetting its spelling ) can so be mercenaries .
And Leoreth seems want to change the mercenaries system.
Yeah, that's on my to do list, too. Splitting the mercenary pool into several smaller ones for different regions like in SoI would solve that.

[Isn't it interesting how many problems can be solved by simply doing what SoI does? ;)]
 
France represents the Frankish when they spawn. (Like the Vikings also represent Sweden in the late game) I don't see why they shouldn't get the Paladin.
I agree with the French civ also represent the Frankish Empire.
I don't know much about the Paladin, but IMO it is a legendary title for that 12 men, not exactly a military unit
 
No. Some of the starting units of other civs are also on the map.

I see that the units I wanted to change are in the python. So the map change will indeed only be for the Papal Pikeman. However, it think they are a nice addition, so I won't remove them.

I will see what Leoreth will do with the mercenaries. (However, I think that an UU should be able to be hired as a mercenary.)
 
I won't bring back the Musketeers, but I think an extra :move: for the Musketeers is kinda weak.
I was referring to the Bandeirantes there.
 
I was referring to the Bandeirantes there.

I know. I just typed wrongly Musketeers instead of Bandeirantes. (Sorry for the confusion) But I think an extra :move: for the Bandeirantes is too weak.
 
Imo UUs don't need to be super powerful, especially if it's the second to an already formidable UU. It could also take the form of Woodsman II starting promotions.
 
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