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C2C - Units

Discussion in 'Civ4 - Caveman 2 Cosmos' started by EldrinFal, Sep 20, 2011.

  1. Yudishtira

    Yudishtira Spiritual/Creative

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    @Hydro
    In-game it gives me half the withdraw %ages that I put in the XML. I suppose you know that (unless its something very new), so did you allow for it or should I double them?

    Also I suppose you know the ranged bombard %ages are hugely increased (+60/+80/+60 iirc) by the Fully Automatic Weapons combat class. Please confirm...:scan:
     
  2. Thunderbrd

    Thunderbrd C2C War Dog

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    If the game is on Fight or Flight the units have the full amount of withdrawal shown in the xml but half if not. (Balances to no pursuit)

    I wouldn't stress on the ranged bombard tags... with the introduction of the new railgun weaponry going to be developed into the mix some adjustments will have to be made across the board. Are you kinda clear on how the unit can be assigned according to the charts for these values? (Note, charts are included in my sigline.)
     
  3. Hydromancerx

    Hydromancerx C2C Modder

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    @Yudishtira

    I don't know. TB would know whats up with all that advanced combat stuff. TB may need to give balanced stats for that.
     
  4. Thunderbrd

    Thunderbrd C2C War Dog

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    Yeah, just list the unit in the unit review thread with the reminder to review bombard and withdrawal values.
     
  5. Hydromancerx

    Hydromancerx C2C Modder

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    @Yudishtira

    Kathy made some custom unit graphics for us so here are the units.

    Camel Cuirassier
    Graphic: Here
    Icon: ?
    Type: Mounted (and Stuff)
    Strength: 14
    Movement: 2
    Cost: 250
    Req Tech: Matchlock AND Armored Calvary
    Req Resource: Camels AND Sulphur AND Firearms
    Req Building: Camel Trainer
    Upgrades To: Camel Carabanier

    Special Abilities

    • Doesn't Receive Defensive Bonuses
    • -20% City Attack
    • -25% Forest Attack
    • -50% Jungle Attack
    • +50% vs Mounted
    • +50% vs SiegeDesign (Wooden)
    • Can withdraw from Combat (15% Chance)
    • 0-1 First Chance Strikes
    • Can Perform Ranged Attacks
    • Range Bombard Distant +1
    • Range Bombard Accuracy: +10%
    • Range Bombard Damage: +10%
    • Range Bombard Damage Limit: +10%
    • Starts with Commando, Desert Combat I, Desert Combat II, Desert Combat III

    ---

    Note this next one is giving a new name and new stats to the Camel Gunner. But it would keep the old tags.

    Camel Carabanier
    Graphic: Camel Gunner
    Icon: Camel Gunner
    Type: Mounted (and Stuff)
    Strength: 20
    Movement: 2
    Cost: 300
    Req Tech: Calvary Tactics
    Req Resource: Camels AND Sulphur AND Firearms
    Req Building: Camel Trainer
    Upgrades To: Camel Calvary

    Special Abilities

    • Doesn't Receive Defensive Bonuses
    • -20% City Attack
    • -25% Forest Attack
    • -50% Jungle Attack
    • +50% vs Mounted
    • +50% vs SiegeDesign (Wooden)
    • Can withdraw from Combat (15% Chance)
    • 0-1 First Chance Strikes
    • Can Perform Ranged Attacks
    • Range Bombard Distant +1
    • Range Bombard Accuracy: +10%
    • Range Bombard Damage: +10%
    • Range Bombard Damage Limit: +10%
    • Starts with Commando, Desert Combat I, Desert Combat II, Desert Combat III

    ---

    Camel Calvary
    Graphic: Here
    Icon: ?
    Type: Mounted (and Stuff)
    Strength: 26
    Movement: 2
    Cost: 420
    Req Tech: Military Tradition AND Rifling
    Req Resource: Camels AND Ammunition AND Firearms
    Req Building: Camel Trainer
    Upgrades To: Trench Camel Calvary

    Special Abilities

    • Doesn't Receive Defensive Bonuses
    • -20% City Attack
    • -25% Forest Attack
    • -50% Jungle Attack
    • +50% vs Mounted
    • +50% vs SiegeDesign (Wooden)
    • Can withdraw from Combat (15% Chance)
    • 0-1 First Chance Strikes
    • Can Perform Ranged Attacks
    • Range Bombard Distant +1
    • Range Bombard Accuracy: +10%
    • Range Bombard Damage: +10%
    • Range Bombard Damage Limit: +10%
    • Starts with Commando, Desert Combat I, Desert Combat II, Desert Combat III

    Notes: Use Camel Gunner as a Base

    ---

    Trench Camel Calvary
    Graphic: Here
    Icon: ?
    Type: Mounted (and Stuff)
    Strength: 32
    Movement: 2
    Cost: 640
    Req Tech: Trench Warfare
    Req Resource: Camels AND Ammunition AND Firearms
    Req Building: Camel Trainer
    Upgrades To: Armored Car, Autogyro

    Special Abilities

    • Doesn't Receive Defensive Bonuses
    • -20% City Attack
    • -25% Forest Attack
    • -50% Jungle Attack
    • +50% vs Mounted
    • +50% vs SiegeDesign (Wooden)
    • Can withdraw from Combat (15% Chance)
    • 0-1 First Chance Strikes
    • Can Perform Ranged Attacks
    • Range Bombard Distant +1
    • Range Bombard Accuracy: +10%
    • Range Bombard Damage: +10%
    • Range Bombard Damage Limit: +10%
    • Starts with Commando, Desert Combat I, Desert Combat II, Desert Combat III, Trench I

    Notes: Use Camel Gunner as a Base

    ---

    Also note that the Camel Archer and Camel Knight will need to upgrade to the Camel Cuirassier instead of he Camel Gunner.

    Thanks! :goodjob:
     
  6. Thunderbrd

    Thunderbrd C2C War Dog

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    If we do put those in during the freeze here, please let me know immediately. My primary task work today is catching up on all unit reviews that still need them.
     
  7. Hydromancerx

    Hydromancerx C2C Modder

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    Well its up to how fast Yudishtira can add them. Balance wise they should be fine since the Horse based cavalry seem to work fine. These are just filling the missing gaps for the Camel line of Mounted units.
     
  8. Thunderbrd

    Thunderbrd C2C War Dog

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    I'm not against them being added... I'll just need to review them as soon as they have been is all so that I can make sure I've not overlooked any units when we release.
     
  9. Hale_9204

    Hale_9204 Warlord

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    Hi all, it's been a while since I last posted but unfortunately I had many things to do, so I hadn't played Civ since march or so on

    Anyway, I started a game tonight (rev 7568) and I was able to build Hawaiaan culture; the point is that with that I was able to build the Koa (unique hawaiaan unit, replacement for light swordman I think) which is a size 7 strength, long before I researched tribalism. So i am in the prehistoric era and I can build units with double the strength of the units I will face for a lot of time. Has it always been like this or is it simply a missing prerequisite? In my opinion, at the moment it's quite game-breaking
     
  10. Thunderbrd

    Thunderbrd C2C War Dog

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    It's one of a number of identified units that have this issue of imbalancing that we'll be looking into at some point soon. We need to find them ALL to really correct it. In the meantime it's a bit of a random exploit or challenge (your opponents may find a route to one of these superpower units too.)

    When opponents were coming up against me in the last game I played with these super units I didn't find them impossible to overcome - just difficult. So it was an interesting challenge at least. Since they aren't impossible to work with it's not so high a priority as to attempt to address before release but it should be sorted out by the next one I think.
     
  11. Hydromancerx

    Hydromancerx C2C Modder

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    Yes it was intended for that. Oceania doesn't get many cultures to get so I tried to make some of them a bit more powerful. For instance the Polynesian Outrigger can travel in the ocean long before other ships can.
     
  12. Harrier

    Harrier Deity

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    Interesting. :cool: Wondering, should I add Polynesia to my Custom Civs SEM map? The Hawaii islands is only one tile. But I could add more sea resources to let them grow. It may make Oceania more interesting.

    Also, I have to include the Polynesia Civ in the scenario anyway, because of Art defines.

    Currently I have Aborigines and Maori.

    Interested to read your thoughts on this.
     
  13. strategyonly

    strategyonly C2C Supreme Commander

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    What exactly is the Park Ranger good for, i dont see anything it can do, or for that matter any good for??

    And for that matter, same goes for the Bulldozer??
     
  14. Hydromancerx

    Hydromancerx C2C Modder

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    Reducing Air and Water Pollution. Plus it can build some nature things (same as workers can).

    Basically ...

    Anti-Crime = Police / Town Watchmen
    Anti-Disease = Healers
    Anti-Pollution = Park Rangers / Environmentalists

    Here is what the bulldozer is suppose to do ...



     
  15. strategyonly

    strategyonly C2C Supreme Commander

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    Well as you can see in the pic, rangers dont do anything at all. Even if in city.
    Bulldozers wont do anything until after terraforming, so why is it in then before then??
     
  16. Hydromancerx

    Hydromancerx C2C Modder

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    DH was suppose to add that stuff but he never did it. That's why the bulldozers were there. To do early terraforming like add/removing hills and Remove Forest, Jungle, Bamboo, Savanna, Tall Grass, Peat, Swamp, Cactus, etc.
     
  17. Yudishtira

    Yudishtira Spiritual/Creative

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    I think there is a Remove Forest button in SO's pic...
     
  18. Thunderbrd

    Thunderbrd C2C War Dog

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    When I did a basic land worker audit I saw about 3 build existing on the bulldozer. Because it was so limited and not part of the scope of what I was working on I didn't look any further before deleting it from the layout I was focused on.

    However, it could be easily added to and further planned out with this document. That doc lists all land builds in the first column so you can easily go down the list and pick which ones you want for the BD.

    Note that the BD is basically much like a version of Combat Worker and ls612 had retracted his for good reasons. I do want to go back and figure out what those reasons are though cuz I'm getting sick of workers and settlers not having any strength at all.
     
  19. Yudishtira

    Yudishtira Spiritual/Creative

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    I'm putting this in as 15% (same for all 4 units), so without Fight of Flight it goes down to 7. If that 's not what you mean, pls let me know ASAP.

    Also, the unitcombat for rifles is the same as that for arquebuses and muskets. I suggest a small increment (for arquebus -> musket -> rifle) in the ranged attack values is in order. I'll do +5% per step for accuracy, damage & max damage unless I hear otherwise.
     
  20. Hydromancerx

    Hydromancerx C2C Modder

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    1. I was just using the default value for Withdraw. So whatever the other equivalent units have.

    2. Yeah. See the Horse units for combat classes except substitute in camel instead of horse.
     

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