Caravans!

Slowpoke

The Mad Modder
Joined
Sep 30, 2010
Messages
1,321
On mod browser under the same name. Description:

Basically civ 2 caravans that only have the disband for production (now the great engineer's hurry building effect)

NOTE: This is in Mega Mod, so no need to download it if you're using it.

NOTE: DO NOT add this to a mod with forges acting as they do in vanilla, as the only strategy will be to build caravans in every city with a forge. I highly recommend changing the functionality of forge anyways, as it stupidly works on settlers, diplomats, workers, and spaceship parts.

Also, while the help shows up, the civilopedia page is broken o.O Any help spotting the error in the xml will be very appreciated.
 
Whoa, big mistake. Don't download version 1, download version 2. A.I. built them but didn't use them.
 
Caravans that rush production? I would have thought you would use the merchant ability to create gold with the city states.

Btw, since you are using the Great Engineer rush mechanic, have you seen a production bug with it?

IE: if you start production on a caravan unit, will the game allow you to switch production to something else or does it make you wait until the caravan finishes production?
 
No I'll have to check the bug out, good call.

Also, this is a WIP mod, it'll eventually have faster more efficient freighter upgrades. Your idea is pretty interesting, but sounds kinda tedious after a while, since you would end up spamming them.
 
No I'll have to check the bug out, good call.

Also, this is a WIP mod, it'll eventually have faster more efficient freighter upgrades. Your idea is pretty interesting, but sounds kinda tedious after a while, since you would end up spamming them.

Just the name caravan seems more geared towards gold generation.

Personally I went with a Slave unit for my production rush unit. It is also where I happened upon the production bug. The only thing I can see that is causing it is the 2 lines for the rush mechanic. I have not tested to narrow it down to which of the 2 lines. If it is the multiplier line then possibly you could do without that line and have a simple static value for the rush.

Or it could be something else in my mod, but if you see it as well then I believe it is in the rush mechanic.
 
What production bug are you referring to? I've been using this functionality for the Golem unit in my own mod, and it seems to be working well enough. I lowered the rush variables to 50 and 10 (Great Engineer are 300 and 30), and it seems to basically give back approximately what the unit cost, or at least close enough to that to not be abuseable, and that's with Forges and such unchanged from vanilla.
 
What production bug are you referring to? I've been using this functionality for the Golem unit in my own mod, and it seems to be working well enough. I lowered the rush variables to 50 and 10 (Great Engineer are 300 and 30), and it seems to basically give back approximately what the unit cost, or at least close enough to that to not be abuseable, and that's with Forges and such unchanged from vanilla.

I am seeing a production bug with the slave that once you begin production, you can not change production until that unit is out of the production Q.

I am not really able to troubleshoot it at this time, but the short time I did look at it before flying home, it seemed as if the 2 production rush lines were the only things that could be causing it.
 
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