Thunderbrd
C2C War Dog
You really are a Godsend Koshling!
Some fun possible ideas. Along the same lines though, fixing the archer distance attack would be just as prioritorized.
I was thinking perhaps your new(er) Monk/Fanatic could convert units like in AOE2. It could use similar code as the subdue animal except instead of turning a wild animal into a subdued animal it would convert an enemy unit into one of your units. Note this could have a whole new set of conversion vs. anti-conversion promotions. Here are some ideas from AOE2 converted into Civ4 ...
Redemption: Can convert Siege Weapons
Fervor: Double Monk Speed
Sanctity: +50% Defense
Atonement: Can Convert other Monks
Illumination: +50% Faster Conversion
Faith: +50% Conversion Resistance
So what do you think?
Don't know how it would work. Monks are defend only aren't they?
They could all be distance targeting abilities (buttons) and perhaps can only work once for each monk unit? Or once per so many rounds? Or the Monk gains energy points for every successful defense they survive and such points are spent to undergo these 'mission' actions?
1. No.
2. Recon units are already super powerful. They should not get healing benefits too.
3. Well we have 3 main groups Scouts (Can see far and get est results from huts), Rangers (Can get the best results from subdued animals) and Rogues (Can hide and be sneaky). None of these groups should be very tough vs real combat units like melee, archers or mounted. Nor should they get the benefits of a healer unit either.
Should they get more?
Should recon/hunters units be able get at least the lowest level health promotions?
In fact I think the whole promotion lines need a rethink in C2C as we are getting the possibility of some strange combinations of promotions.
I call bull on this one. This is exactly why I always make sure to properly build an assload of crossbowmen and grenadiers in preparation for upgrading them into city defense promoted machine gunners.2. A unit can only upgrade if the unit it is upgrading to can have the promotions of the unit being upgraded.
I have modded it so they can get the base promotions that stop terrain damage. There are two desert and arctic promotions. before the base one gave a defensive bonus and a movement bonus. I moved these up one and inserted a new base promotion which defends against terrain damage and gives a small defensive bonus.
@Dancing Hoskuld
What are all the promotions they can get?
Whats your Desert Combat and Arctic Combat base like? It should have some sort of benefit in case the player doesn't choose terrain damage. Maybe something like the Woodsman I. The current stats are ...
I think they should be changed so they are more equal Something like this ...
First:
I call bull on this one.
Ok, so issue 3: I was thinking about posting this here and I'm glad y'all got me started in this thread. I believe that we need to give some of the healers a steadily improving healing 'mission' much like the way we have bombard buttons for collateral units and such. These 'missions' would be for 'healing'. This would really put them apart from the standard way we've always viewed healers. A highly advanced healing unit could, once per round, heal a given unit of a given 'type' up to full strength, while early herbalists may be able to heal any land unit 10% with use of such a mission. AI would have to thus be informed of the ways to access these traits but they could be cool.
Then we could make poison units add a 'promotion' a negative effect from the poison that drags on the struck unit, to any unit that manages to survive a battle with the poison unit. Some healers could have missions that could 'remove' these negative 'poisoned' promos.
Just some thinking going on that may make this area a bit more enjoyable.
Exactly what I did. I needed it for subdued animals. I still need to check what promotions wild animals are getting it terrain damage is off.
But Desert Combat and Arctic Combat are very different desert combat just give 50% defense and no terrain damage while Arctic combat gives not only defense but attack and double movement. Please make them more equal. In addition I noticed even with arctic combat you still get damaged from Snow/Ice terrain. Its only Tundra that you get no damage. Perhaps a more advanced Arctic combat should give you immunity to ice/snow as well.
Also there use to be more than one of each. So I think there are still icon/buttons for them.
Also what do you think about the new stats and peak and marsh themed promotions?
I am still doing too much at one time, but I am finishing off some projects. See my latest update. Does not include any changes from this discussion except adding a new arctic/desert promotion before the existing one. Which means I am now using up all the icons.![]()
Ok, so I suggest that we need a defensive withdrawal promotion chain. They should only be able to defend and they aren't supposed to really stand and take the attack but rather be skilled at getting away. And that would be what they would get for free. All units should be able to get some stars, just in case, which leads to healer units being able to get stars if rather than running, they stand and fight and win.Promotions they should be able to get.
health care units should be the only ones to get healing promotions. Except maybe scouts and explorers only who can get the basic heal self promotion.
the basic promotions that stop damage from terrain.
the base increased movement promotion.
Should the be able to get defensive promotions? If they survive an attack what promotions do we want combat promotions to give?