C2C - Units

hmm...

1) Knockback - and a healthy amount of it but only one attempt. Perhaps start at 25 and add another 25 for each upgrade (ok to go beyond 100.) This would potentially force the enemy to withdraw (but would only be effective when the option that includes this ability is on) and is resistible.

2) Perhaps we should give it a new tags - combat round limit (make it only capable of attacking for one round - the one explosion as it were) and then give it a very very very high strength (and puncture for when puncture becomes an active tag under a given option) and then a damage modifier on top of that. This limit would take some interesting programming but would be very cool.

3) Make it immune to first strikes since it only gets one combat round. For now. Another option or two in and we can approach that from another angle.

4) I could give it a Breakdown attack and a new boolean that states that it still does damage as well when spending a round doing a breakdown attack. Rams currently only use their breakdown attacks in lieu of actually counterattacking the unit that comes up to defend against them. So a simple bool could enable a unit to counter attack WHILE it attempts to breakdown defenses. It'd only get one round to do so so it would have to be rather potent, moreso than a ram.

These would be 2 fairly easy tags but the ai might be interesting. Would be worth doing though I think. Repel would be this unit's big 'problem' but it could have a great deal of resistance to repel since it's basically unmanned once rolled forth.
 
Here is the Carroballista and the changes to the 4 chariots and the Fire Arrow.

Upload includes:
- the main UnitInfos.xml (War Chariot, Hittite Chariot, Chariot)
- the Siege folder from /Modules/Units (Fire Arrow, Carroballista)
- the CultureUnits UnitInfos from /Modules/ls612/CultureUnits (Shang Chariot)
 

Attachments

Ah I had forgotten you do not have permission to edit the SVN. We should really get you permissions.

EDIT: Yudishtira I am going to try to get the team to give you SVN access so you can do these changes yourself. In my opinion you have done great in making units, I see no reason why you should not get access to editing the SVN.
 
Ah I had forgotten you do not have permission to edit the SVN. We should really get you permissions.

EDIT: Yudishtira I am going to try to get the team to give you SVN access so you can do these changes yourself. In my opinion you have done great in making units, I see no reason why you should not get access to editing the SVN.

Ok cheers. If it's my Sourceforge login you need, it's yudi5htira

ETA: My version is 6938, so if anyone has updated the main UnitInfos.xml since then, or are going to before my changes to that file are committed, then don't commit my changes to that file, but do let me know when you're finished so I can redo them...
 
Ok cheers. If it's my Sourceforge login you need, it's yudi5htira

ETA: My version is 6938, so if anyone has updated the main UnitInfos.xml since then, or are going to before my changes to that file are committed, then don't commit my changes to that file, but do let me know when you're finished so I can redo them...

Please remember to note all new units for review in the unit review thread once you've added them :D

Welcome to the official team roster Yudishtira - you've certainly earned it!

When you've got the SVN access and you've made modifications, just before committing them, make sure to save all files you've edited and then update - it will merge your changes with any others that have taken place since your last update and if it can't do so clearly then it'll let you know there's a conflict and allow you to open that conflicted file with an onboard compare program by double clicking on it's 'red line' in the update window. From there you can make sure your changes merge safely but most xml doesn't end up with this problem and quite safely automerges. I've learned to trust it... but the one thing you must never forget to make this work is to make sure you SAVE before you update or you will most likely over write you're changes if that file has adjustments to it since your last update. After the merges are resolved, THEN commit your changes and it all goes swimmingly. I would never commit before a final update check as that can cause some overwrite problems for other team members.
 
Before you commit it shows you all files it wants to update. Just make sure all the ones you want to update are checked and if there are more you haven't touched at all, just uncheck them.

And welcome from me as well!
 
Just make sure all the ones you want to update are checked and if there are more you haven't touched at all, just uncheck them.
I suppose this is the wrong thread for this discussion but...

If you're getting this then you're either getting it on files you always want to differ from the svn and should add that file to the exceptions list OR you're getting it because there is a difference between those files and the svn and if you don't want that difference to remain then you should use the revert command on those files to get them to align with the svn version.
 
@Yudishtira

Droid Tank
Graphic: Here (Use HK ground)
Icon: ?
Type: Robot/Tracked (and stuff)
Strength: 140
Movement: 2
Cost: 5000
Req Tech: Androids
Req Resource: Tanks AND Service Bots AND (Oil Products OR Biofuel)
Req Building: -
Upgrades To: -

Special Abilities

  • Doesn't Receive Defense Bonuses
  • 1 First Strike
  • +50% vs Wheeled
  • +50% vs Tracked
  • Starts with Blitz promotion
  • +10 :gold: Per Turn
  • This Unit Is Tradable

---

Droid Infantry
Graphic: Here (Use the T-600)
Icon: ?
Type: Robot/Gunpowder (and stuff)
Strength: 130
Movement: 3
Cost: 4850
Req Tech: Droids
Req Resource: Service Bots AND Firearms AND Ammunition
Req Building: -
Upgrades To: Android Infantry

Special Abilities

  • +25% City Defense
  • +25% vs Gunpowder Units
  • Starts with Blitz promotion
  • +10 :gold: Per Turn
  • This Unit Is Tradable

---

Android Infantry
Graphic: Here (Use the T-800)
Icon: ?
Type: Robot/Gunpowder (and stuff)
Strength: 180
Movement: 3
Cost: 6800
Req Tech: Androids
Req Resource: Androids AND Firearms AND Ammunition
Req Building: -
Upgrades To: Cyborgs and Hi-Tech Robot and Sentinel

Special Abilities

  • +25% City Defense
  • +25% vs Gunpowder Units
  • Starts with Blitz promotion
  • +10 :gold: Per Turn
  • This Unit Is Tradable

---

Thanks! :goodjob:
 
So I have been thinking about clone units and here is a though outline.

? -> Chrome Infantry -> Clone Infantry -> Automatons -> Genetic Soldier -> Super Soldier

Chrome Infantry (New)
Req Tech: Gene Enhancement
Summary: Genetically Designed Soldiers who have the best genes. They are not truly "clones", but are designer babies grown up.

Clone Infantry (New)
Req Tech: Mainstream Cloning
Summary: The best chrome soldiers were cloned. Similar to Star Wars.

Automatons
Req Tech: Bionics
Summary: Clones enhanced with bionic technology to be controlled more like a machine than a man.

Genetic Soldier
Req Tech: Regenerative Medicine
Summary: An Automaton that can quickly heal and is enhanced with other genetic splicing.

Super Soldier
Req Tech: Homo Superior
Summary: The ultimate fusion of the genetic soldier with the bionics of a cyborg and a powerful exosuit. The fusion of many technologies into a single super unit.
 
I like that list and its progression.

I've also been thinking... where would we work in Robotic units with humanoid size or smaller? There's a great deal of capacity to diversify our approach to Robots yet to be developed. There's not much in the 'Terminator' category - most of what we have are 'Sentinel' (from the X-Men) variety, Gigantic Monolithic lords of war. But we could also have Small and Tiny robots too - those could be just as useful. And Large ones to be imposing (like the Robotic Cops in Robocop (Robocop himself is a Cyborg, not a Robot.))
 
In your unit chart the Crome Infantry is just one column away from the Clone Infantry... I think this is way to short. then we can as well skip it.

True but there are other tech requirements for Mainstream Cloning than just Gene Enhancement. Specifically Nenogenerators. Thus one cannot simply progress to the next tech, ubless they already reachers all the techs needed for Nenogenerators too.

Likewise I am thinking that Chrome Infantry would not need the Cloning Factory like a Clone Infantry would. So there would be a delay in the game too in that you would need to build the building before you could get Clone Infantry. Thus giving a bigger window of use for Chrome Infantry.

I also feel that Chrome Infantry is a good linking unit between the normal infantry line and the Clone line. Possibly like ...

Modern Infantry -> Chrome Infantry -> Clone Infantry

On a side note the term "Chrome" was taken from the TV show "Almost Human" where people who had their Genes Enhanced where called "Chromes" which is short for Chromosomes.
 
@Yudishtira

Here is another unit for you.

Stealth Helicopter
Graphic: Here
Icon: ?
Type: Helicopter/Stealth (and stuff)
Strength: 100
Movement: 6
Cost: 3000
Req Tech: Stealth AND Guided Weapons AND Vertical Flight
Req Resource: Helicopters AND Oil Products
Req Building: -
Upgrades To: Hybrid Gunship

Special Abilities

  • Doesn't Receive Defense Bonuses
  • 50% vs Water Units
  • +100% vs Wheeled
  • +100% vs Tracked
  • Can withdraw from Combat (20% Chance)
  • Flank Attack vs Catapult, Trebuchet, Bombard, Cannon, Light Artillery, Artillery, Mobile Artillery, Rocket Artillery
  • Cannot Capture Enemy Cities or Units
  • This Unit Is Tradable
  • Ignores Terrain Movement
  • Cannot Entire Ocean, Polar Ocean or Tropical Ocean
  • Cost +3 :gold: Per Turn

Notes: Use Helicopter Gunship as a Base.

---

Thanks! :goodjob:
 
1) Maybe it should be able to enter the borders of other civs whom you don't have open borders with? Invisible seems too strong and hidden nationality seems a little weak but this would be appropriate I think.
2) Is that withdrawal value in line with the new helicopter base withdrawals?
3) Are the standards of Pursuit assigned to choppers upheld here?
 
Didn't they use Apache? I thought Stealth Helicopters were a quite recent invention so it comes maybe a bit early. I read something about a "flying tank", so a very heavy armoured helicopter as well.
 
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