C2C: Promotions

Hi to all, im trying to edit some promotion but i cant find the right .xml beacause Caveman2Cosmos v25\Assets\XML\Units\CIV4PromotionInfos doesnt contains them, for example: Fusion Shell, Fusion MegaCannon...
ive got the same problem with units like Power exoskeleton infantry, police mech...

Can anyone sayme where can i find these .xml?
Thanks
 
What is the main addition from going from Police I to Police II promotion? Is it only -1 Crime for surrounding city tiles?

JosEPh
 
An extra -5 Crime. It's like the Combat line, they stack. ;)

Then is there a problem with the display? Cause when you get Police I it shows -5 and -2. But adding the Police II it shows only -5 and -3. That's why I asked. I have yet had a TW "display" -10 and -3 after getting the PII Promo.

JosEPh
 
Then is there a problem with the display? Cause when you get Police I it shows -5 and -2. But adding the Police II it shows only -5 and -3. That's why I asked. I have yet had a TW "display" -10 and -3 after getting the PII Promo.

JosEPh

Hm, I'd assume a display problem, but just to make sure post a save so I can run it through the debugger and confirm how much negative crime the unit has.
 
Is there a "limit" on the number of Promotions a unit can get, because my unit (the Assassin) has turned blue which means another promotion is available, but i have NONE listed for him to be available for??

As I have said elsewhere. If a unit has enough XP for a promotion but no available promotions it will not glow blue. If it is glowing blue then it has enough XP for a promotion and there is a promotion available for it to take.

Hi to all, im trying to edit some promotion but i cant find the right .xml beacause Caveman2Cosmos v25\Assets\XML\Units\CIV4PromotionInfos doesnt contains them, for example: Fusion Shell, Fusion MegaCannon...
ive got the same problem with units like Power exoskeleton infantry, police mech...

Can anyone sayme where can i find these .xml?
Thanks

they can be found in the Assets/Modules/Promotions folder. I keep meaning to move them to core but don't since at least one has in a strange structure.
 
As I have said elsewhere. If a unit has enough XP for a promotion but no available promotions it will not glow blue. If it is glowing blue then it has enough XP for a promotion and there is a promotion available for it to take.

I thought I read somewhere that there was a limit in the SDK on how many promotions a unit could take (20?). Maybe I'm remembering wrong, but that might explain it.
 
I thought I read somewhere that there was a limit in the SDK on how many promotions a unit could take (20?). Maybe I'm remembering wrong, but that might explain it.

I have noticed that 'we modders' often think that and then we find a global define somewhere that allows it to be changed. Although I could not find one with a quick search.
 
I thought I read somewhere that there was a limit in the SDK on how many promotions a unit could take (20?). Maybe I'm remembering wrong, but that might explain it.
I don't think there is a limit (at least there is no real reason for a limit).
 
I've seen nothing to suggest a limit. The only explanation to this effect is that the system that evaluates for the glow thinks the unit should have access to a promo the unit doesn't really have access to and there's only a few places in the routine that could be throwing that assessment - I think I may have an idea what would be. I may actually go take a look for the glow activation itself just to sort out this mystery.
 
I've seen nothing to suggest a limit. The only explanation to this effect is that the system that evaluates for the glow thinks the unit should have access to a promo the unit doesn't really have access to and there's only a few places in the routine that could be throwing that assessment - I think I may have an idea what would be. I may actually go take a look for the glow activation itself just to sort out this mystery.

I just found out that when it glowing, it means nothing is available "at this time." Thats all, but as soon as one later comes avail then it goes away/
 
@Hydro:

Here are new promotions I want to add for the TH era after V26 is released. I'm trying to create a backlog for myself so that I'll be busy for a while after my school starts.

Graphene Armor I
Graphic: See end of post
Req Tech: Graphene Alloys
Unitcombats: Tracked, Dreadnaught, Assault Mech, Hi-Tech

Special Abilities
  • +10% strength
  • -1 Terrain Movement Cost
Graphene Armor II
Graphic: See end of post
Req Tech: Graphene Alloys
Unitcombats: Tracked, Dreadnaught, Assault Mech, Hi-Tech
Req Promotion: Graphene Armor I

Special Abilities
  • +10% strength
  • +10% Withdraw Chance
Graphene Armor III
Graphic: See end of post
Req Tech: Graphene Alloys
Unitcombats: Tracked, Dreadnaught, Assault Mech, Hi-Tech
Req Promotion: Graphene Armor II

Special Abilities
  • +20% strength

Machine Learning I
Graphic: See end of post
Req Tech: Machine Learning
Unitcombats: Assault Mech, Robot, Hi-Tech

Special Abilities
  • +10% XP from battle

Machine Learning II
Graphic: See end of post
Req Tech: Automated Traffic
Req Promotion: Machine Learning I
Unitcombats: Assault Mech, Robot, Hi-Tech

Special Abilities
  • +10% XP from battle

Machine Learning III
Graphic: See end of post
Req Tech: Exocortex Networks
Req Promotion: Machine Learning II
Unitcombats: Assault Mech, Robot, Hi-Tech

Special Abilities
  • +20% XP from battle

Disaster Response Routines
Graphic: See end of post
Req Tech: Disaster Robots
Req Promotion: Machine Learning II
Unitcombats: Assault Mech, Robot, Hi-Tech

Special Abilities
  • -10 Crime per Turn
  • Increased Stability (REV)

Gene Enhancement I
Graphic: See end of post
Req Tech: Gene Enhancement
Req Promotion: Combat III OR Drill I
Unitcombats: Gunpowder, Clone

Special Abilities
  • +20% Combat Strength
  • +1 Movement Point

Gene Enhancement II
Graphic: See end of post
Req Tech: Gene Enhancement
Req Promotion: Gene Enhancement I
Unitcombats: Assault Mech, Robot, Hi-Tech

Special Abilities
  • +20% Combat Strength
  • +1 First Strike

Gene Enhancement III
Graphic: See end of post
Req Tech: Gene Enhancement
Req Promotion: Gene Enhancement II
Unitcombats: Assault Mech, Robot, Hi-Tech

Special Abilities
  • +20% Combat Strength
  • Blitz

Regarding the icons, I would like the future promotions to continue the AND idea of having futuristic icons. I don't really have the skill to make buttons that pretty, so would you be willing to make icons for these? Thanks. :goodjob:
 
The armors should probably be equipment promos and the gene enhancement line may be a good equipment line as well.

It won't be long now before those open up.
 
The armors should probably be equipment promos and the gene enhancement line may be a good equipment line as well.

It won't be long now before those open up.

Hm, that might be problematic with adding multi-maps anytime soon. I can still add them as-is, and convert them later once the Equipment system is in.
 
Hm, that might be problematic with adding multi-maps anytime soon. I can still add them as-is, and convert them later once the Equipment system is in.

The dll coding structure for the combat mod should be in place next weekend if all keeps going smoothly here. At the latest, the weekend after (well... it COULD be worse but I doubt it).

Then again, it'll take a long time to build up unit modifications and new promos up to the Transhuman era so it shouldn't matter too much if you do them as suggested for now.
 
Now military works on invisible materials. We see something because the wave of light reflects from this thing. But even know we can create materials that not reflects the light wave. They bend light wave. So my idea to add another transhuman equipment promotion

Invisible jacket
- invisible to most units (like spies)
- +3 first strikes
 
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