C2C: Promotions

Ok, so I compiled those lists into a single google doc located here!

This could be helpful for further development tasks. Thanks again to both of you guys!
 
Ok, so I compiled those lists into a single google doc located here!

This could be helpful for further development tasks. Thanks again to both of you guys!

If you dont want people accessing it, i understand, just PM the password or make another withOUT password protection??
 
If you dont want people accessing it, i understand, just PM the password or make another withOUT password protection??

Ah... sorry... didn't realize it defaulted to a controlled access status. It's been opened up to all.
 
When i got Combat VI, i lost the Hunting Sight???

Could that unit in that game have been around since before the fix on that issue? Recall that units that had been generated while the bug existed could not be repaired and were still set to lose their free promotions when they next upgraded and that could not be reversed, though units built since the fix would be fine. It was a part of that bug that those units affected would gain a retrain promo selection - which is a bit odd for losing a free promo in the first place.

If this keeps happening, particularly on a unit you know you've built since that fix (which I think was nearly a month ago now), then I should take another look. But if this is from a game that's been mothballed for a while, that may be the issue.
 
Do you want bug reports here?
If so, I recently had a clubman be auto-promoted to Wetland Combat II. From that point on, he no longer had bonus attack or movement in Lush territory (not sure about defence)
 
When i got Combat VI, i lost the Hunting Sight???

Hunting Sight has no prerequisite promotions at all. Not even "Special Promotion" which some other free promotions have. Could this be the problem?

I also noticed that of all the religion promotions only one the Hellenistic one has a requirement of "Special Promotion".
 
Once i got Combat IV i lost the Marauder Promo, it needs to stay with the Rogue (:gold:)

It lost marauder presumably as a result of losing sentry (going by the messages) which seems a little strange in the first place (unless you have other messages of having lost promos that this one has as a prereq.)

Out of curiosity, is this all taking place on a NEW game or on a very old game that hasn't been played in a while?
 
It was probably an older game, only one of a few now that i can play because of the CTD's.

Also what is the difference in these promos??

I like the second pic ones better.


Control points vs Control Range. Same as FFH.

Control Points is how many units the general benefits and draws experience from.
Control Range is how many tiles around the general benefit from his bonuses, and give him XP.

By default, you can control 5 units and have a range of 0 (AFAIK). This means you can give bonuses up to 5 units in one turn, and they have to be stacked on the general.

If you increase the range to 1, he will draw from all units nearby. So if you have 3 units stacked on the general, flanked by two more, all 5 will receive the bonuses and give him XP.
 
It was probably an older game, only one of a few now that i can play because of the CTD's.
Ah... well that makes sense. I fixed the promo loss bugs you're experiencing but did not provide a cure for units already trained before the fix - they will still have the bug and unfortunately be doomed to lose their free promos. At least they gain a retrain out of the deal. But be aware, if the unit was trained in a game that did not have the fix updated, it was not able to be repaired without a very large project taking place to do so. The new units you now build should not be losing their free promos when they upgrade or promote like the one's you're reporting.
 
Control points vs Control Range. Same as FFH.

Control Points is how many units the general benefits and draws experience from.
Control Range is how many tiles around the general benefit from his bonuses, and give him XP.

By default, you can control 5 units and have a range of 0 (AFAIK). This means you can give bonuses up to 5 units in one turn, and they have to be stacked on the general.

If you increase the range to 1, he will draw from all units nearby. So if you have 3 units stacked on the general, flanked by two more, all 5 will receive the bonuses and give him XP.

They start with range 1.
 
and in recent svn new build town watchmens dont have access to policing promos
 
Hunter is STILL losing its Hunting Sight??

Also the Silver Tongue has no use ingame? meaning its ok ingame it just does NOT do anything at all??
On the first issue and the next I've checked everything I can think to check and still haven't come up with an answer but with a save where you can guide me to replicate the Hunter losing his hunting sight I may be able to isolate the problem.

So to be clear, you can build a new hunter and as soon as you go to promote him he loses his hunting sight?


On the second issue, DH still has some work to do on that but if you want to use that celebrity tag I put in place from the ladies ogre's merge it might be a good temporary application of it at least.

and in recent svn new build town watchmens dont have access to policing promos
As stated above, I've not been able to identify the issue. I'm suspecting that somehow the tech prereq placeholder of TECH_SPECIAL_PROMOTION is what is failing as everything about the town watchmen and the policing promos appears to be setup correctly to work. The going theory is, somehow the Tech prereq check is being allowed to validate or invalidate. If proven true, then it would also explain DH's reported issue but again... can't find in the code any way to verify this at the moment which is a bit odd.


However, this comment brings up a number of other issues I've been wanting to discuss with the forum team.
A list of what I'd like to do in this arena:
  • I'd like to remove the first law enforcement promo as a free promo from all units.

  • I'd like to remove the TECH_SPECIAL_PROMOTION use on the first promo and allow the UNITCOMBAT_LAW_ENFORCEMENT to control access to this promotionline alone.

  • I'd like to increase the number of stages of the Law Enforcement and Disease Control promos to 9 each so that I can also define further tech prereqs to each (1 more step opens up each era under this plan.) Planned access points for the time being are:
    Law Enforcement
    1. Cooperation
    2. Masonry* (see below)
    3. Code of Laws
    4. Parliaments
    5. Social Contract
    6. Criminology
    7. Forensics
    8. Thought Scanning
    9. Mind Uploading

    And we already have defined tech prereqs for Disease Control from 1-6 with 6 being accessed at Antibiotics. I'd like to also have 7: Modern Health Care, 8: Molecular Medicine, 9: Artificial Life.

  • I'd like to propose a new Tech: Code of Conduct (and early form of code of laws). Prereq: Dualism or even earlier. Shift access to Town Watch and the Law Enforcement II to Code of Conduct. Seems odd to me that we have Town Watch unlocked at a tech that has so little to do with an advancement in law enforcement.

  • Turn Tribal Guardian into a Law Enforcement unit by Subcombat if it isn't already.

  • Make Tribal Guardian a buildable unit (not to take anything away from the way it works now) but more expensive. No native crime decrease but access to the promos that can and keep it immovable of course. This is to set us up for some future work on the anti-units hidden in city project.

Alright, does this gameplan sound good to all then?
 
@Thunderbrd

Have you considered these techs?

- Justprudence (Renaissance Era)
- Gene Jurisprudence (Trans-Human Era)

They may also fit into your promotion plans.

I'd like to propose a new Tech: Code of Conduct (and early form of code of laws). Prereq: Dualism or even earlier. Shift access to Town Watch and the Law Enforcement II to Code of Conduct. Seems odd to me that we have Town Watch unlocked at a tech that has so little to do with an advancement in law enforcement.

How about this ...

Warrior Code
Req Tech: Warfare AND Cultural Identity
Location: X13 Y15
Cost: Same as Warfare
Buildings: Warrior's Hut

Notes: this would make it a very late Prehistoric tech.

----

Changes to existing techs ...

Tribalism
Req Tech: Carpentry AND Warrior Code AND Hunting Tactics AND Stone Building

Notes: The requirement takes the place of Cultural Identity.
 
I think it would be a very useful tech. For the Law Enforcement stuff it doesn't seem to fit for me... I guess I'm thinking more of a Social Code, a dawning understanding that rules need to be established, even if they are only consensus agreements on the way things should and shouldn't be done (pre-code of laws).
 
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