Basic equipment promotions for v30

Nimek

Emperor
Joined
Jul 7, 2010
Messages
1,208
This is my big request to add basic weapon promotions equipments for units during v30 cycle.

Instead ex stone axeman we should have to fill the gap between axeman and stone axeman

Prehistoric axeman
Stone weapon with stone
Obsidian weapon with obsidian

The same for other units

Swordsman
Copper weapon with copper wares
Bronze weapon with bronze wares
Iron weapon with iron wares

Archer
Wood arrowhead with wood
stone arrowhead with stone
obsidian arrowhead with obsidian
copper arrowhead with copper
bronze arrowhead with bronze
iron arrowhead with iron

Script should automaticly choose the best option.

That should also replace faster construction with x resource for units (some culture units have it).

Iam strongly recommend to add now only weapon equipments and test it before doing anything more coplex. What is your opinion?
 
In principle I like the idea very much, but then I prefer one graphic for a spearman rather than having to have one for a stone spearman, another for a copper one and yet another for iron.

I think that if you make them "promotion lines" and have have buildings give the promotions for free that you won't need a script.
 
The amount of setup work to enable this is mostly complete but there is some serious AI to work in before I'm ready for it. Please be patient. V30 is going to be too soon. But the system underlying equipment is shaping up to be really cool! And as much work has gone into it so far, there's no way that project is getting abandoned or forgotten.

The graphics aren't as easily changed as I'd thought with promos. Or at least if someone had figured it out at some point, I can no longer find the post they once had on the site for it. I think it was pruned (which really sucks!)
 
In principle I like the idea very much, but then I prefer one graphic for a spearman rather than having to have one for a stone spearman, another for a copper one and yet another for iron.

I think that if you make them "promotion lines" and have have buildings give the promotions for free that you won't need a script.

Completely agree here, NO more Units!!:rolleyes:
 
Yeah, the 'scripting' is mostly complete here. And if we use the equipment method right, we could probably cut DOWN on the amount of units we have while increasing the variety at the same time.
 
Yeah, the 'scripting' is mostly complete here. And if we use the equipment method right, we could probably cut DOWN on the amount of units we have while increasing the variety at the same time.

For example, a Spiked Clubman can just be a Clubman who can get the Spiked Club equipment after tech Piercing. And more...
 
This is going to all be part of the Combat Mod, right, and not part of the Normal unit balance? Because I'm in the process of writing up the new Unit balancing for non-Combat Mod gameplay and Equipment is not going to be part of it (for reasons I explained last year).
 
Right. But if you have any opinion on what degree of SubCombat class adding should or should not go into the core, please go to the first Combat Mod thread and make your opinion known there, k?
 
Right. But if you have any opinion on what degree of SubCombat class adding should or should not go into the core, please go to the first Combat Mod thread and make your opinion known there, k?

In the core I plan on making Sub Combats a way for units to have two unitcombats at the same time but not really to have massive specialization. So for instance I'd make Mounted Infantry by Mounted and Melee, but I wouldn't make Macemen Melee and Bludgeoners.
 
Ok, there's This Combat Class spreadsheet google doc that's been put together.

Please take for yourselves your own note line and add your thoughts about what should or should not be included in the core.

DH may need more of these in the core than you were hoping for ls, since I'm not thinking he'd want to restrict his above mentioned goals to an option. But that's why I need you both to denote where y'all are hoping to draw the line.
 
Well I either go with promotions or combat classes or a mixture or something else entirely (self modifying XML would be nice:mischief:). Either that or I ditch most of the animals. If I don't then the subdue animals mod will just get further and further behind and unbalanced with all the changes to C2C.
 
Well I either go with promotions or combat classes or a mixture or something else entirely (self modifying XML would be nice:mischief:). Either that or I ditch most of the animals. If I don't then the subdue animals mod will just get further and further behind and unbalanced with all the changes to C2C.

So to clarify, you're saying that at least the animals subcombat categorizations should go into the core right?
 
Preparing to handle that kind of situation is a big reason I've been making a lot of adjustments to Game Options. We basically need to turn OFF those units where unnecessary when playing under the Combat Mod.

Weapon specific categories would be unnecessary in the core. Admittedly.
 
@ls612 & TB

But won't some of the stuff need to be non-optional? For instance the Clubman vs. Spiked Clubman. Right now they are two separate units but under the combat mod it would only be the clubman with a Spiked Club promotion.

As Thunderbrd said the Option edits should allow for units to disappear when an option is on or off, so long as it is coded correctly.
 
Ok, there's This Combat Class spreadsheet google doc that's been put together.

Please take for yourselves your own note line and add your thoughts about what should or should not be included in the core.

DH may need more of these in the core than you were hoping for ls, since I'm not thinking he'd want to restrict his above mentioned goals to an option. But that's why I need you both to denote where y'all are hoping to draw the line.

Some groups you should add ...

- Penguins (Emperor Penguin, Rock Hopper Penguin, etc)
- Pinnipeds (Sea Lion, Walrus, etc)
- Camels (Camel, Llama, etc)
- Parrots (Macaws, Cockatoos, etc)
- Bats (Fruit Bat, Vampire Bat, etc)
- Waterfowl (Ducks, Geese, etc)
- Sea Birds (Sea Gulls, Pelicans, etc)

Note I would be happy to list all animals that fall under each category.

EDIT: Also please use the standard D&D size stuff. It will make things soo much easier to categorize units. They basically have done the work for us.

Fine
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal

EDIT2: I updated your list.
 
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