C2C: Promotions

I'd be willing to consider an exception for Iron, as currently the melee units don't get upgrades until a good bit after Iron Working, which I feel as slightly unrealistic. But other than that and the special ones we already have (Bamboo, Poison), I think that we don't need equipment.

Something that was in late versions of AND that we haven't tried is giving units +Strength at certain technologies. For example, Archers get +1 Strength at Mathematics and War Elephants get +1 Strength at Armored Cavalry. We might be able to adapt that instead.

Another thought is that Iron Working makes Light Swordsmen available. Then you have Axeman, Maceman, and Spearman. Axe and Mace are Ancient units that probably need an upgrade in the Classical Era; Heavy Axeman requires Armor Crafting and Flailman requires Civil Service. Spearman upgrades to Pikeman at Siege Warfare, which is late Classical. If those are the only units that would benefit from iron weaponry, I think a flat-out unit upgrade is a better idea.
 
The Motherland Promotion don't give any boni to Bamboo Defense or double movement in Tundra etc. Shouldn't it give you boni to all terrain? Or even better: to all terrains inside your boarders/ your city vicinity? (if this is possible)
 
The Motherland Promotion don't give any boni to Bamboo Defense or double movement in Tundra etc. Shouldn't it give you boni to all terrain? Or even better: to all terrains inside your boarders/ your city vicinity? (if this is possible)

A bonus to all terrains should be a non-terrain specific bonus. We can't currently do that last bit without an additional tag. Sounds interesting though... I'll put it on my lower priority list. Attack Bonus inside your borders and Defense Bonus inside your borders. I like it.
 
Would it be possible to modify the Terrain damage and Terrain promotions to work something along the lines of:

Desert: 10% damage/turn
Dune: 15% damage/turn
Salt Flat: 20% damage/turn

Desert I: -10% damage/turn in Desert, Dune or Salt Flat
Desert II: -5% damage/turn in Desert, Dune or Salt Flat
Desert II: -5% damage/turn in Desert, Dune or Salt Flat
 
Nah, i don't like the idea. These way even desert nation couldn't really put fortified guards around the desert unless they're war veterans (or incredibly well-trained)
 
Would it be possible to modify the Terrain damage and Terrain promotions to work something along the lines of:

Desert: 10% damage/turn
Dune: 15% damage/turn
Salt Flat: 20% damage/turn

Desert I: -10% damage/turn in Desert, Dune or Salt Flat
Desert II: -5% damage/turn in Desert, Dune or Salt Flat
Desert II: -5% damage/turn in Desert, Dune or Salt Flat

No. It only allows you to put one terrain property per promotion. And its either all immune or not at all. This is why we needed to make one promotion for each type of terrain.
 
Would it be possible to modify the Terrain damage and Terrain promotions to work something along the lines of:

Desert: 10% damage/turn
Dune: 15% damage/turn
Salt Flat: 20% damage/turn

Desert I: -10% damage/turn in Desert, Dune or Salt Flat
Desert II: -5% damage/turn in Desert, Dune or Salt Flat
Desert II: -5% damage/turn in Desert, Dune or Salt Flat

No, that would require some SDK work, which I could do, but also some significant AI work in order to get the AI to use units again correctly. Currently the AI will try its hardest to not send any units over damaging terrain at all. They get around that with units that are immune to terrain damage. It would not understand partial immunity, and treat that as like having no immunity at all. Making AI for that is not something I really want to do.
 
That's too bad, I would like to see some desert/cold training being partially usefull in the more harsher versions of the terrain.
 
I will have some gradual resistance tags soon. And I would like to see the damage be more gradual over increasingly hostile terrain types. But I'm not seeking for this to replace the way our current promos protect units from these environments. ls's points regarding the AI are warranted.
 
I will have some gradual resistance tags soon. And I would like to see the damage be more gradual over increasingly hostile terrain types. But I'm not seeking for this to replace the way our current promos protect units from these environments. ls's points regarding the AI are warranted.

I'm more broadly concerned about the whole AI for the Combat Mod as a whole, currently it has almost no AI support. That will be a must-do before the Combat Mod is added to the game assets.
 
Which is why that will be done before its added to the assets. I'm in a three phase process with it right now:
1) Finalize and flesh out the loose ends and revamp what should've been written differently in the first place. Finish the overhauls where necessary to get the structure as it should be. I'm currently here and making a lot of progress every week. The Elemental stuff is probably not going to be included in this phase but rather the next round through these steps.

2) Write all necessary AI to support the combat mod entirely (at least where I can that isn't already earmarked for an overhaul by Koshling.)

THEN

3) Develop the assets.

and a last step would be to test in thoroughly before activating as playable to those on the forum.

So I guess to the above, when I say 'soon' I don't mean THAT soon. ;)
 
I was watching the "Mankind" special on the history channel and they were talking about the Mongols using siege weapons to throw plague victims over city walls to spread disease to the city they are attacking. Could we have such a promotion for our siege weapons that spread the disease property to the city they are attacking?
 
Absolutely! ;)

When attacking a unit and looking to afflict a unit (without the attacker actually having the disease themself), it would be a matter of giving them a promotion that works like a poisoning, using AfflictOnAttack. I've just made some adjustments to that mechanism that would make this all the more workable. Once a unit in the city has been given the disease via combat, that unit could be quite likely to spread the disease to the city itself depending on the nature of the disease.

However, what I think I'll need to do, which is something I've been giving some consideration to, is work out a way to make that work with Bombarding. At the moment it'd only be possible if the unit actually attacks. Bombarding as a whole needs some work to make function a bit more rationally as a whole and its on my list of tasks to go over that process to make it 'fit' more with the rest of the combat system (not just the Combat Mod system but combat as a whole.) For example, there are no defenses possible against a bombard, no resistance or variability to its damage, etc...

Furthermore it'd only affect the unit it attacks. Making it possible to afflict a city itself on a Bombard Attack is quite doable as well but I have a lot to adjust about how cities and afflictions work so I'll give this due consideration during that process.

Probably the short term easy fix would be through an Outcome mission accessible on a particular promotion. But I could find a way to work it more into the whole system so the result is more mathematically seamless and works with the rest of the city disease system. It wouldn't be automatic but it could have a profound effect. This took place a lot during medieval warfare too so its something I HAVE had in mind.

Anyhow, good idea to bring that up. I'll make sure to factor it into the whole picture even more than I already had in mind...
 
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