raystuttgart
Civ4Col Modder
Hi guys,
one of the most discussed topics and in the old RaR team most desired overhauls was:
"Changing Cannons from Units to Professions"
Basically every current Cannon-Type Unit will "simply" be transformed into a equivalent Profession.
(All of them will use the same Specialist "Experienced Cannoneer".)
So the only real difference is that you will no longer simply build Cannons like e.g. Ships but instead equip Cannons like e.g. Soliders.
(In my immersion cannons are just weapons operated by living humans.)
Reasons / Pros:
1. Cannons being Units while all other standard military is Professions is inconsistent.
(Yes, there are a few other Military Units that are not Professions but those can only be acquired by relatively rare Events.)
2. Considering graphics and XML setting options we would already have most of the things we need.
(We have a Yield "Cannons", the XML would already allow most changes to be configured easily, graphics could be reused.)
3. Most old team members of RaR simply prefered the concept of Professions (over Units) because it is more flexible and a bit more realistic.
(So yes, it is also a matter of personal taste.)
4. Mass production of cannons in late game simply feels like an exploit to me.
(Yes of course, they still require specific Yields, but you can also simply "hurry" the production if you enough Gold.)
Potential Problems / Cons:
1. Units are much easier to handle for AI than Professions so this could cause weaker AI if not well implemented.
(At least in RaR that was our main reason for being careful about that and not having it already implemented.)
2. "Bomarding" mechanic / capability is tied to Units only and currently not activatable in XML for Professions.
(So some efforts would be needed to allow it to be configured in XML of Professions as well - but it is also doable.)
3. It is a bit of effort for the general changes to implement the base functionality.
(Most of that part is XML and programming efforts - except AI - are overseeable.)
4. It changes existing gameplay for Players and thus would need a bit of relearning.
(But its is not like we would introduce a completely new game concept or anything like that.)
-----------
Summary:
I personally still love the idea for this overhaul and think it is doable with reasonable efforts.
But we need to make sure that AI can handle it appropriately.
If team and community like that idea as well, I volunteer to do take most of the efforts for implementation.
But I will probably need help with AI and also with beta testing longer games.
By the way:
If we agree to this, then it should be done before a potential "Rebuild of the Military System".
It would have at least some impacts on that.
one of the most discussed topics and in the old RaR team most desired overhauls was:
"Changing Cannons from Units to Professions"
Basically every current Cannon-Type Unit will "simply" be transformed into a equivalent Profession.
(All of them will use the same Specialist "Experienced Cannoneer".)
So the only real difference is that you will no longer simply build Cannons like e.g. Ships but instead equip Cannons like e.g. Soliders.
(In my immersion cannons are just weapons operated by living humans.)
Reasons / Pros:
1. Cannons being Units while all other standard military is Professions is inconsistent.
(Yes, there are a few other Military Units that are not Professions but those can only be acquired by relatively rare Events.)
2. Considering graphics and XML setting options we would already have most of the things we need.
(We have a Yield "Cannons", the XML would already allow most changes to be configured easily, graphics could be reused.)
3. Most old team members of RaR simply prefered the concept of Professions (over Units) because it is more flexible and a bit more realistic.
(So yes, it is also a matter of personal taste.)
4. Mass production of cannons in late game simply feels like an exploit to me.
(Yes of course, they still require specific Yields, but you can also simply "hurry" the production if you enough Gold.)
Potential Problems / Cons:
1. Units are much easier to handle for AI than Professions so this could cause weaker AI if not well implemented.
(At least in RaR that was our main reason for being careful about that and not having it already implemented.)
2. "Bomarding" mechanic / capability is tied to Units only and currently not activatable in XML for Professions.
(So some efforts would be needed to allow it to be configured in XML of Professions as well - but it is also doable.)
3. It is a bit of effort for the general changes to implement the base functionality.
(Most of that part is XML and programming efforts - except AI - are overseeable.)
4. It changes existing gameplay for Players and thus would need a bit of relearning.
(But its is not like we would introduce a completely new game concept or anything like that.)
-----------
Summary:
I personally still love the idea for this overhaul and think it is doable with reasonable efforts.
But we need to make sure that AI can handle it appropriately.
If team and community like that idea as well, I volunteer to do take most of the efforts for implementation.
But I will probably need help with AI and also with beta testing longer games.
By the way:
If we agree to this, then it should be done before a potential "Rebuild of the Military System".
It would have at least some impacts on that.
Last edited: