pineappledan
Deity
I replicated the error. For now I will just can that bonus. Maybe we can think of something else at another time, but the early unlock, move after attack and free blockade promotion stand on their own for now.
- Tweaked/modified:
- new art & unit model for Assyrian Iron Chariot
- Siamese Seir Morb:
- Now gives a flat 20 damage if the unit has not moved at all before attacking, rather than damage based on moves left (only relevant if on roads, with partial moves.)
- Bonus damage hits every unit/city on a tile, including embarked units stacked under boats and garrisons inside cities.
- Roman Latifundium improvement time reduced from 1200 to 950
- Ethiopian Monolithic Church improvement time reduced from 1000 to 900
- Danish Longship no longer has Viking Exploration promotion
So I can replay the game with Siamv73 posted:
Code:- Tweaked/modified: ... - Siamese Seir Morb: - Now gives a flat 20 damage if the unit has not moved at all before attacking, rather than damage based on moves left (only relevant if on roads, with partial moves.) - Bonus damage hits every unit/city on a tile, including embarked units stacked under boats and garrisons inside cities. - Roman Latifundium improvement time reduced from 1200 to 950 ...
Whatv73 posted:
Code:- Tweaked/modified: - new art & unit model for Assyrian Iron Chariot - Siamese Seir Morb: - Now gives a flat 20 damage if the unit has not moved at all before attacking, rather than damage based on moves left (only relevant if on roads, with partial moves.) - Bonus damage hits every unit/city on a tile, including embarked units stacked under boats and garrisons inside cities. - Roman Latifundium improvement time reduced from 1200 to 950 - Ethiopian Monolithic Church improvement time reduced from 1000 to 900 - Danish Longship no longer has Viking Exploration promotion
I replicated the error. For now I will just can that bonus. Maybe we can think of something else at another time, but the early unlock, move after attack and free blockade promotion stand on their own for now.
The first promotion for viking exploration was supposed to stand for them exploring and establishing the Vinland colony, but that's been killed off. I can't really figure out a promotion for it now, but maybe a coastal raiding promotion? The longship comes at the time when the vikings historically started raiding and pillaging stuff, so maybe something like stacking land units together with the longship, and the land unit gets more strength?So, what to do now with the Longboat ?
Here is what it currently does.
UM - Longship (Langskib) (replaces Caravel):
available at Physics (instead of Compass)
150Production Cost (instead of 160)
22CS (instead of 25)
4Movement
Blockade
Can move after attacking
The main problem with the Longboat is that it replaces a unit that is basically a buff ship without any malus, or bonus. The Longship is much more interesting in that sense, but the reduced base combat strength limits its utility in the long run (even though the Danish Longboat promotion already gives some additionnal combat bonus on Coast).
Ideas :
Any other idea ?
- Double movement on Coast tiles (so the opposite of the Korean Turtle Ship) : goes well with the UA unique promotion
- Gain +1 MP & the ability to attack again whenever it kills (so that it can go on a rampage when there is a lot of weak targets) : synergy with the 'can move after attacking' bonus (the Matagi already does that)
- XP from exploration (since it is an early Caravel, that can be nice) : Carthage has it for the early coastal exploration, Denmark would have it for the "exploration age" (plus, it would a nice nod to some non-warmongering elements of Scandinavian history)
- "Thrall-seeking" promotion (gain production and/or food in your capital when killing enemy units)
- Ignores ZOC
The first promotion for viking exploration was supposed to stand for them exploring and establishing the Vinland colony, but that's been killed off. I can't really figure out a promotion for it now, but maybe a coastal raiding promotion? The longship comes at the time when the vikings historically started raiding and pillaging stuff, so maybe something like stacking land units together with the longship, and the land unit gets more strength?
Coastal Raiding
Land units stacked with the Longship get a 15% combat bonus when disembarking.
I mean it was an idea I thought of in like 30 seconds, but you gotta have SOME micromanaging with modsI personally dislike stacking promotions very much nowadays (contrary to aura promotions), simply because they are inherently unusable by the AI and are a chore to manage for players.
Thank you for reducing the latifundium build time. I will try it and see how it works now.v73 posted:
Code:- Tweaked/modified: - new art & unit model for Assyrian Iron Chariot - Siamese Seir Morb: - Now gives a flat 20 damage if the unit has not moved at all before attacking, rather than damage based on moves left (only relevant if on roads, with partial moves.) - Bonus damage hits every unit/city on a tile, including embarked units stacked under boats and garrisons inside cities. - Roman Latifundium improvement time reduced from 1200 to 950 - Ethiopian Monolithic Church improvement time reduced from 1000 to 900 - Danish Longship no longer has Viking Exploration promotion
Blockade promotion already givesThe first promotion for viking exploration was supposed to stand for them exploring and establishing the Vinland colony, but that's been killed off. I can't really figure out a promotion for it now, but maybe a coastal raiding promotion? The longship comes at the time when the vikings historically started raiding and pillaging stuff, so maybe something like stacking land units together with the longship, and the land unit gets more strength?
Coastal Raiding
Land units stacked with the Longship get a 15% combat bonus when disembarking.
That sounds really complicated, but it's your choice whether you want a simple modification or a complex oneBlockade promotion already givesgold for attacking cities, so there is your coastal raiding promotion.
The UA's free embarkation movement and the viking promotion for land units has the raiding part pretty well covered. I don't think there's much use in trying to dip into that well again.
The viking exploration ability was nice, if people had the discipline to make it work, and not get their units stuck. The only thing I can think of is we could implement a cargo ability, where Longships can load land units onto them like aircraft carriers, thus totally denying users the ability to move the cargo'd unit off of the longship. That would require a lot of coding and complexity, however.
Well, it doesn't really have anything that special, sure, it can move after attacking and has blockade, but that's not very unique then, is it?The Longship already seems to be doing a lot. An early unlock naval unit is very powerful by allowing you to completely smash the enemy's navy and subsequently their cities. Move after attacking allows you to cycle mele units to utterly destroy cities. Futhermore, Danish is quite a strong warring civ and is in a good spot balance-wise imo.
The Longship's ability to ferry units was very niche anyway, losing it doesn't really hurt the civ at all or make the Longship any weaker.
Does the Longship really need to do more? I don't like the idea of adding things for the sake of adding things.
You aren’t doing anything by adding/removing the line except changing the file properties to a different date.
The mod load order is based on which mods are newest. So changing the the modinfo file and re-saving makes it a newer mod
INSERT INTO UnitPromotions_CivilianUnitType
(PromotionType, UnitType)
SELECT PromotionType, 'UNIT_AINU_GREAT_NISPA'
FROM UnitPromotions_CivilianUnitType WHERE UnitType = 'UNIT_GREAT_GENERAL';
Yes, I saw that but I thought it was missing PROMOTION_FAST_GENERAL from POLICY_LIGHTNING_WARFARE.The bonus is given to all unique GGenerals in the Zulu file.