Thunderbrd
C2C War Dog
Of course! At least, I'll review them and do all I can to include them. I may need to adjust them a bit. Also, keep in mind that they will be developed in era order so it'll take a bit to get that far in.Yes i love the idea that we will have equipment resources connected with equipment promotions.
Thunderbird when we will see first version of your combat mod?
Do you give ma a pleasure to see my transhuman time equipment promos in that mod?
As for a timetable, I'm rapidly closing in now on completion of the dll structure for the Combat Mod... I may even have to delay a final SVN merge until we're out of the current freeze. But there's a LOT of xml and graphic work, and probably even some debugging or refining on the coding to follow so it will still take a lot of time from there to have anything close to a final version.
Include them now so I can just build into it. But it would work best if we don't make units themselves conditional on anything more than the minimum quality of weapon/armor types such a unit would utilize. Thus, if you can have a bone or wood sword and thick cloth armor to be a swordsman, you should still be able to build swordsmen without access to metal. But then again, the stats for units should eventually adjust to reflect that but for now, I'm going to assume that the stats are mostly reflective of strategies, weapon style effectiveness, refinement of tactics with that basic equipment set, overall hardiness from advancements in training etc...I'm willing to leave the equipment buildings till we get to units. Suffice to say that, yes, it is a new resource, and it represents Iron Age (i.e. Classical) weapons and armour and would be required to produce most non-irregular units of the time. Your promotion system is probably better, though, so we'll cross this bridge when we come to it.
Units won't be using vastly different weapons and armors than they are assumed to carry already. The range of improvements are limited. I'm going to try to avoid the elimination of any units we currently have initially and allow for any further editing down of unit upgrades in favor of equipment upgrades instead to be a matter for consideration down the road. One unit chain that really highlights itself to me for such consideration might be the clubman/spiked clubman/ironwood clubman set, but I think I can even work some equipment variation into them as they are.
But about the buildings and resources (resources being one of the chief determining factors in what equipment access your units might have) I was just asking because I'm going to need to take note of those changes and weave the existence of those new resources into the design of the equipment promos themselves. In fact, they set me up quite nicely
