C2C - Transhuman Era

@MrAzure

Thank you for re-posting all that. While I cannot promise everything you post gets in you do have gems that I like. Not to mention such posting can inspire me and others for other ideas too. Thus all your brainstorming posts are valuable in one way or another.

On a side note a lot of those crops I want to personally add to my Crops mod. Some I never thought of. So thanks! :goodjob:

Oh no Problem, I figured out properties so we can do some crazy stats so its back. I'll put Education tommorrow, and help Faustmouse launch Electricity.

You were right, air pollution for Crops doe not make sense, BUT Air and water pollution can be manipulated by techs and civics and buildings and other GOMs so it opens up quite a bit of design elements lol.
 
BUT Air and water pollution can be manipulated by techs and civics and buildings and other GOMs so it opens up quite a bit of design elements lol.

Indeed. Not much as been done with GOMs yet and its just a matter of figuring out what needs to be added. The code for that stuff is really brilliant.

As you said air and water pollution would be prime candidates for GOM coding.
 
Squash is already in the game! iirc I could not get the graphics for granite and limestone to work. We need map graphics to add map resources! As it is there are problems with the melon, pumpkin and squash resource graphics if you set your graphics to low.

Parrots and Guinea Pigs are in game but are not showing up for some reason. Other birds and reptiles spawn already.

So far we only have locusts in game as a swarm and we are only using the small swarm not the bigger ones.
 
Here is a break down of existing Trans-Human units ...

Recon
- HiTech Sniper (200)

Gunpowder
- Hi-Tech Marine (90)
- Power Armored Exoskeleton (90)

Mechs
- Police Mech (100)
- Power Armored Infantry (120)
- Anti-Personnel Mech (130)
- Walker Mech (190)
- Assault Mech (220)

Robots
- Walker Droid (120)
- Scout Droid (90)
- Sentinel (220)
- HiTech Robot (290)

Nantes
- Nanite Swam
- Nanite Cloud
- Nanite Spy

Siege Weapons
- Unmanned Machine Gun (110)
- NLOS Cannon (90)
- Walker Artillery (160)
- Plasmathrower (70)
- Hover Artillery (50)
- Levitation Artillery (70)

Wheeled
(Some Hi-Tech units should go here)

Dreadnaughts
- Electric Tank (140)
- Stealth Armor (140)
- Drednought Armor (240)

Hi-Tech
- Hi-Tech APC (100)
- ACV (80)
- Tesla Infantry (100)
- Special Infantry (110)
- Cyborg (95)
- Dolphin Mech (120) [Cetacea Sapien]
- ACV SAM (100)
- EMP SAM Infantry (145)

Clones
- Automaton (70)
- Genetic Soldier (140)
- Super Soldier (190)
- Canis Superior (50)
- Felis Superior (50)

Orbital Aircraft
- Orbital Bomber
- Orbital Fighter

Helicopters
- Hybrid Gunship (115)
- Medevac Dropship (120)
- Dropship (150)

Hovercraft
- Hi-Tech Hovercraft (100)

Nuclear Ship
- Littoral Combat Ship (110)
- Fusion Cruiser (130)
- Fusion Destroyer (120)
- Fusion Transport (60)
- Fussion Carrier (75)
- Fusion Battleship (150)

Submarines
- Fusion Submarine (120)

Settlers
- Spacecraft Settler
- Seedship

Workers
- Clones
- Androids

Note that stats can and should be changed for may of these.
 
Lets Start with Recon.
Modern Sniper (50) at Lasers
HiTech Sniper (130) at Superstrong Alloys.

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Rename HiTech Sniper to Android Sniper.

Modern Sniper (50) at Lasers
Augmented Sniper (100) at Augmented Reality
Android Sniper (150) at Androids.
Humanoid Sniper (200) at Humanoids
 
Guys, I suppose I should point out that I was planning to take Snipers OUT of the scout unit category and place them IN to a new Strike Force category.

I'm looking to expand the scouting line moving forward from Motorcycles where I feel it's original concept basically comes to a close with the units we have so far. I'd like to advance it along the motorcycle concept through the modern era and into the later transhuman with hover-cycles. Might take some serious graphics work to make it happen but it's a unit line I was intending to plot out.

The Scout Mech and Scout Droid are also suspiciously missing from this combat class, presumably because they were designed prior to the ability to denote multiple combat classes and fell more into the Assault Mech category.

Not to say that I don't like the suggestions just made on snipers too because I wanted to further develop the Strike Force line as well.

If this is going to upset anyone I need to know... if you want to review the intended changes there, they are plotted out in the CC planning doc.
 
I like your idea.


One of the issues I am seeing is that I don't know what classes counter what classes and the stats seem out of place for some of the Transhuman Units so its hard to plan what Units to add. I have a general idea but when it comes to specifics Iam meh.


some ideas.

Mechas
Astronomically High Firepower (1000+).
Very high heath.
Weak against missiles.
Very Weak against Nanite Units.
Good against Mechas.
Very high production cost.
close range.
low Mobility.


Air Units
Higher Firepower (250+)
higher health
Bombers weak against fighters.
higher production cost.
large mobility



Armors/Tanks
High Firepower (150+)
high health
weak against air units.
above average production cost.
Good against Soldiers.


Soldiers
Average Firepower (75+)
average health
good against artillery ???
average production cost.
Good against Droids.


Droids
low firepower (50+)
low health
very cheap to produce.



Artillery
high Firepower (300+)
low health
low mobility
large range.


Just a general idea, a Defender Mech will have more health while an Assault Mech will have like 1230 firepower.


I think it needs the whole Transhuman Era needs an overhaul with Units.
 
@MrAzure

Nice ideas for the recon units. Let's hod off on those until TB put in the Strike Force stuff.

As for the rest we really will get the most out of them once TB's combat system is in place. Keep up the brainstorming.

I think it needs the whole Transhuman Era needs an overhaul with Units.

I agree. Its basically like how I had to overhaul the Ancent era when the prehistoric era was put in. Now that the transhuman era is so vast we need many more units and many more transitional units.
 
@MrAzure

Nice ideas for the recon units. Let's hod off on those until TB put in the Strike Force stuff.

As for the rest we really will get the most out of them once TB's combat system is in place. Keep up the brainstorming.



I agree. Its basically like how I had to overhaul the Ancent era when the prehistoric era was put in. Now that the transhuman era is so vast we need many more units and many more transitional units.

I fully agree. Thanks for being supportive of some of my objectives too!
 
Pretty much I see Thunderbird as the lead in this.

Sent from Tapatalk
 
Looking over your proposition I think we can probably make some of it work. However, consider that all elements of the combat mod should be optional so some things like varying firepower and damage and such would be outside the initial design of the unit.

Generally units will need to be designed from a main game perspective first then we can modify them under the combat mod to provide more depth with those options on.

Tell you what... MrAzure: My request of you is to map out, by name suggestions alone for the moment, a path for actual Scouting units that connects the dots between Motorcycle and Scout Mech. See what you can do with that to start.
 
Hey all, thought I'd drop in, say 'hi' and see how everything's doing.

Looking at the newest transhuman/galactic techs given on the spreadsheet, I had a few ideas go through my head.

In relation to the recon/sniper deal going on, I was thinking instead of having a HiTech/Android/etc sniper, we can go into a little more detail.

Sniper change: Can not attack, can kill 1 non-mechanical unit 2 tiles away at 60% chance.
Upgrades to: Tactical Sniper

Technology at x83:
Location Prediction
Req: Machine Learning
Leads to: Military Robotics
Promotion: Shot Leading I, II
Promo Req: HiTech, UNV, UAV
Descrip: Adds n% to offensive strength.
Unit: Tactical Sniper
Description: Can not attack, can kill 1 non-mechanical unit 2 tiles away at 70% chance.
Upgrades to: Ionic Sniper

Technology at x92:
Miniaturized Accelerator
Req: Railgun, Nanogenerators
Leads to: Warmachines, Superstrong Alloys
Unit: Ion Piercer
Description: Artillery that may shoot up to 5 tiles away. Has massive advantages against armored and mechanical opponents. The ionized projectile can pierce the hardest metals up to one meter thick, rendering most physical armors useless.
Unit: Ionic Sniper
Tech Req: Location Prediction
Description: Can not attack, can kill 1 non-mechanical unit 3 tiles away at 80% chance.

Warmachines
Unit: Ion Piercer Tank
Description: A tank that has massive offensive abilities versus armored and mechanical opponents. The ionized projectile can pierce the hardest metals up to one meter thick, rendering most physical armors useless.

Superstrong Alloys
Promotion: Tizrachium Body
Promo Req: Armored/Mechanical units only
Description: Tizrachium is weight for weight several dozen times stronger than titanium alloy, allowing a fighting chance to defend from the deadly Ion Piercer although it is rather difficult to synthesize.

Androids
Droid Sniper
Description: Can not attack, can kill 1 non-mechanical unit 3 tiles away at 90% chance.

Technology at x95:
Solardynamics
Req: Magnetic Sails
Leads to: Orbital Flight
Allows Universities to grant orbital/interplanetary vehicles made in the city double movement.

Technology at x105:
Applied Astrophysics
Req: Solardynamics, Orbital Megastructures
Leads to: Planetary Defenses, Solar Ordnance
Description: With a growing presence in space, spacial physics is much better understood. Computers can give a 99.99% accuracy firing solution.
Civic: Firing Solution
Description: This. The government has forbidden any non-targeted gunfire in space for this reason. All non-biological units suffer -10% strength. Civilizations without this civic receive a +5 :mad: in each city. (Purposefully meant to be a lose-lose situation. ;))
Unit: Orbital Sniper
Description: Land unit that can not attack, can intercept aerial vehicles in a 3 tile radius at a 90% chance or intercept orbital vehicles in a 1 tile radius at a 60% chance.
 
Some great ideas there guys!

@CF: I'm not sure it would be too necessary to change the basic functional method applied to the sniper line. They are already:
1)tending to be weak in direct battle
2)capable of a distance attack
3)going to target, (I believe) both with distance attacks and with an actual 'attack', the most 'special' target in the stack, generally healers, leaders etc... first. They are made to be advanced assassin units basically.

However, your weaponry and armor ideas are awesome and fit in perfectly with where we're headed with equipments.

@Faustmouse: Are we talking about a centralized AI or just a very large supercomputer?
 
speaking about units in the trashumans era ,i have some ideas:
-early mechs are weaker than tanks but stronger when attacking cities,this to refelct the greater mobility they would have in cities compare to tanks.has newer models appear they become more effective and at one point mega walkers should be allow to be build.they are slower than other mechs but have a lot of firepower
-infantery(on foot)is divide between exoskeleton units and non exo squeleton soldiers.exo squeleton soldiers are much more effective than normal infantery in almost every aspect but they are much more expensive.latter on there should be a competicion between cibernetic soldiers and genetic modify soldiers (i was thinking that supersoldiers should have better raw stats but cyborgs have a lot of bonuses in combat)
-tanks should be divided in two categories:mbt which are conventional size tanks and dreadnaugths.mbt evolve thougth the trashuman era and become a really good combination of speed and power ,while dreadnaugths are much more expensive but also have much more weapons.i also think that automated tanks should be included
-cheap to build infantery such has clones and robots;clones are following the idea of next war (cheap cannon fodder),althougth i think that latter on more effective variants appear.robots are more effective than clones,cover a wide selection of units,but earn expirience slower
-nanite swarm is effective against most units but get killed by flamethrowers or similar and EMP units attacks
-there should be more units with emp attacks or maybe a promotion.the main idea of an emp is to be really effective against robots but un effective against organic units
-helicopters should follow the current path:effective against tanks (and maybe droids too)with really good mobilty
-early on transhuman era there should start appearing orbital figthers and bombers.this first gen is less manuevable than coventional aircraft(due doing basically a dive attack from the orbit).this mean that they should be use against unprotected targets.once newer generations appear,this problems should be solve
-early space warships should appear.i think that starships should be really expensive.early space warships are only effective against other star ships.has tech evolved,ground attack capabilities are enable and makes then really usefull in case a other planet war is needed.there should be also some ships with missile capacity
-anti starship ground defenses appear that allow cities to be really hard to take with only star ships.this will allow coventional warfare to still happen
 
I was wondering if were ever going to have cybernetic infiltrators, spy units who are basically like Terminators.
 
@TB
Thing is I haven't played the game in a while, so that was a shot in the dark at what snipers do. Nevertheless, the line of snipers I think should be implemented, but with whatever function they already serve with the slow progression of more and more power.
 
Great ideas, I think spy units are going to be cyber warfare like hackers. Then it's evolves to Aeon Flux style assassin's maybe.
 
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