C2C: Hunters, Healers and Recon Units

The surgeon was dropped some time ago;), but not in my version. I am thinking Surgeon/Sawbones (colonial era)->Medic (Crimean war - WWI) -> Ambulance (WWI-II) -> Huey (Korean). With Hospital Ship just a naval support unit.

Again sounds like a "Charlie Sheen" saying :lol:
 
Since you've changed scouts and explorers and some other recon units back to "can only defend" shouldn't they be removed from the hunter upgrade tree?
 
Since you've changed scouts and explorers and some other recon units back to "can only defend" shouldn't they be removed from the hunter upgrade tree?

Hunters are "special" recon units and yes they will soon not upgrade back into the general recon line. they will also be national units so they don't make up the bulk f some armies.
 
Thank goodness. I was kind of getting sick of fighting the "Power Rangers" army.

I have just done the last test for the new Subdue Animals mod and will be preparing it for loading to the main C2C discussion thread.

It includes:-
  • Aurochs
  • Tracker, Hunter and Ranger changes
  • Some other minor fixes.

For the new unit promotion lines see attached diagram.
 

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Have Explorers been set or allowed to board Caravels like vanila BtS? While they are back to being defensive units only again in this version, I still seem to have problems getting them onto Caravels. I had to have Fluyts before I could move them to the next island to explore it.

JosEPh
 
Have Explorers been set or allowed to board Caravels like vanila BtS? While they are back to being defensive units only again in this version, I still seem to have problems getting them onto Caravels. I had to have Fluyts before I could move them to the next island to explore it.

JosEPh

As far as I can see the XML for the caravel and the explorer units and special units is the same so I don't know why explorers wont go on the caravel.:(
 
I am also looking at changing the Warrior of God units a bit. Especially since Afforess made it possible to do part of what they do in the XML removing some of the callbacks.

For example the monk could be part of the healer line and the fanatic may be part of or off shoot to your arsonist line.
 
Is there such a unit in real life? If so then maybe. However i would suspect such a powerful unit would come later in the game (possibly modern era or later).

Special Forces have medically trained members in their forces that could apply to that.
 
@Dancing Hoskuld

How is your work on the Hot Air Balloon going? You mentioned it awhile back. I am guessing you would have it upgrade to the Airship and maybe like at Thermal Dynamics tech?

I also had another idea taken from Civ2. They use to have a unit called a "Alpine Troops". Perhaps such a unit could be really good at fighting on peak terrain. Not sure what tech it would be but i am guessing it would be with a shotgun or something. Also do you know of any unit graphic with skis?

EDIT: This is all i could find ...

http://forums.civfanatics.com/downloads.php?do=file&id=12937

Doesn't look much like one. :/

EDIT2:

http://forums.civfanatics.com/showpost.php?p=8344747&postcount=1

This looks much better. I like this unit graphic.
 
@Dancing Hoskuld

How is your work on the Hot Air Balloon going? You mentioned it awhile back. I am guessing you would have it upgrade to the Airship and maybe like at Thermal Dynamics tech?

Currently it is just a "fighter" at themodynamics. I had hoped to have "barrage balloons" for defense and have the balloon units as a type of recon unit which can cross water. However I keep getting a CTD at game start when I reference the graphics in a unit. Same with the WWI ambulance. At least with the kelp feature I only loose the UI. ;)
 
I also had another idea taken from Civ2. They use to have a unit called a "Alpine Troops". Perhaps such a unit could be really good at fighting on peak terrain. Not sure what tech it would be but i am guessing it would be with a shotgun or something. Also do you know of any unit graphic with skis?
Speaking of which, now that afforess is back around and Koshling, a far superior coder than I, is on the case, perhaps we could re-address the promotion that is supposed to allow for early peak crossing?

Also, and I know this isn't really the discussion spot for it but, DH, weren't you saying we were having trouble establishing new promotion buttons? That's something we should fix somehow. And it may take a discussion on what the problems are that are taking place there. I can think of a lot of great concepts for this mod if we can get that sorted out.
 
Also, and I know this isn't really the discussion spot for it but, DH, weren't you saying we were having trouble establishing new promotion buttons? That's something we should fix somehow. And it may take a discussion on what the problems are that are taking place there. I can think of a lot of great concepts for this mod if we can get that sorted out.

I am assuming it is something I was doing wrong, since I have just added two new ones and one of them is appearing in game.
 
Speaking of which, now that afforess is back around and Koshling, a far superior coder than I, is on the case, perhaps we could re-address the promotion that is supposed to allow for early peak crossing?

Also, and I know this isn't really the discussion spot for it but, DH, weren't you saying we were having trouble establishing new promotion buttons? That's something we should fix somehow. And it may take a discussion on what the problems are that are taking place there. I can think of a lot of great concepts for this mod if we can get that sorted out.

Afforess removed the code for this because it caused a lot of lag and slowdowns. I am planning to look at it in the next couple of days and see if I can find a way to reinstate it without the performance penalty.
 
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