Mynex
Warlord
- Joined
- Sep 30, 2010
- Messages
- 287
So just screwing around getting used to modbuddy, here's my first little endeavor...
--- Mod Description Text ---
Just Mucking About - I usually play on Gigantic maps so wanted more units to start with. I also wanted the base 4 techs out of the way. I don't recommend playing this on less than a Gigantic Map at Deity or better level.
The new unit is the American Woodsman 3 move, combat 3 - Replaces the scout. I'll be renaming it to Frontiersman, then adding Recon and Forced Recon as I meander through making new stuf for the game. Currently it uses the scout icon, images come after gameplay.
I've also mucked about with the Starting and Avoid regions.
Have fun, this is definately a serious 'cheat start mod!
--- End Text ---
Yea, not very descriptive I know, so, here's a bit more info...
Created a new unit called the 'American Woodsman'. This uses the Scout AI package and Icon. Bumped up the move to 3 (from 2), dropped the attack value to 3 (from 4), and added the 'Ignore terrain movement cost' option to it.
It's meant to be a fast scout with only minor combat ability.
It does NOT upgrade to anything (so goody huts will provide something else).
I haven't added a civilpedia entry yet, because this is just the first (test) unit. I am going to rename it to 'Frontiersman'... *thinking* although, come to think of it, Frontiersman makes more sense for the mid age, then recon in ren age, and scout sniper in modern... meh, I'll mull it over some more... anyways, changes are coming to it no matter what.
The only other thing of change, that I don't consider a cheat, is the Start/Avoid region stuff. I added Start Region of Forest and Plains and Avoid Regions of Jungle and Desert.
Given the American expansionism history, that just made sense to me.
*shrug* ymmv.
The rest, the 'cheats' are just me screwing around manipulating things for shear S&G's to make sure the stuff actually works... It's nice on the Gigantic maps, but smaller maps it'll definitely be a game breaker.
More to come...
--- Mod Description Text ---
Just Mucking About - I usually play on Gigantic maps so wanted more units to start with. I also wanted the base 4 techs out of the way. I don't recommend playing this on less than a Gigantic Map at Deity or better level.
The new unit is the American Woodsman 3 move, combat 3 - Replaces the scout. I'll be renaming it to Frontiersman, then adding Recon and Forced Recon as I meander through making new stuf for the game. Currently it uses the scout icon, images come after gameplay.
I've also mucked about with the Starting and Avoid regions.
Have fun, this is definately a serious 'cheat start mod!
--- End Text ---
Yea, not very descriptive I know, so, here's a bit more info...
Created a new unit called the 'American Woodsman'. This uses the Scout AI package and Icon. Bumped up the move to 3 (from 2), dropped the attack value to 3 (from 4), and added the 'Ignore terrain movement cost' option to it.
It's meant to be a fast scout with only minor combat ability.
It does NOT upgrade to anything (so goody huts will provide something else).
I haven't added a civilpedia entry yet, because this is just the first (test) unit. I am going to rename it to 'Frontiersman'... *thinking* although, come to think of it, Frontiersman makes more sense for the mid age, then recon in ren age, and scout sniper in modern... meh, I'll mull it over some more... anyways, changes are coming to it no matter what.

The only other thing of change, that I don't consider a cheat, is the Start/Avoid region stuff. I added Start Region of Forest and Plains and Avoid Regions of Jungle and Desert.
Given the American expansionism history, that just made sense to me.
*shrug* ymmv.
The rest, the 'cheats' are just me screwing around manipulating things for shear S&G's to make sure the stuff actually works... It's nice on the Gigantic maps, but smaller maps it'll definitely be a game breaker.

More to come...