Civ Trait Specific Units

glad you like. :D

well, I am putting them in as we speak. though I will probably not update the mod until early next week. I want to give people a chance to play through version 0.1 before I go ahead and spring version 0.2 on them. This way I can get most if not all the bugs out of it before v0.2 which will allow a quicker release of the complete mod.

of course it won't be complete until all the unit animations are done, but oh well. I guess those will have to wait. :p

I will post the AoE priest bmps so that anybody who wants to can piece them together and make a servicable unit out of them. until then we can use the prophet unit (looks earily similar to the early leader unit)
 
If you are shying away from the Convoy, then how about a Tradeshipfor the comerical civs? It could be a Privateer available earlier, maybe weeker since its purpose is not to attack, but to find other civs to trade with?
 
My Mod is based around the fact that no two units will have the same in game appearance and animation (as to tell them apart without clicking on them). I am curious as to what animations these are going to use. Will the pilgrim (or missionary) and worker/laborer use the same flcs as the normal worker/settler?
 
I posted some bmps of the AoE priest to be put together by some sturdy soul, and once those are done that will be the missionary.

As far as the serf is concerned I was planning on using the regular worker animations. I suppose someone could edit them to make it easier to differentiate, but there are other anuimations I would like to see get done first.
 
Just some comments on the way these changes will affect game-balance issues:

Expansionist civilizations are already considered too weak by many, giving other CSTs unique units without providing a further advantage to expansionist civs would likely make them look even less appealing.

I'm afraid I don't really like the idea of these "merchants" for commercial civs, as they seem too powerful, unless you price them exorbitantly, at which point they become rather useless.

Giving militaristic civs a "brave" unit would have to be done very carefully. I think that making them 2/2/1 would have serious balance issues unless they cost a decent amount. For one thing, a militaristic civilization could just immediately mass-produce the things and send them to easily wipe out anyone in their vicinity. Also, consider that the Babylonian archer has 2/2/1. Now I would assume that a Civ-specific unit is meant to be more powerful than a traits-specific unit, but here that is not the case unless the brave costs more than the Babylonian Archer, which I doubt would be the case. Also consider that in the case of the Aztecs, they would end up with a great deal of redundancy - do they produce Jaguar Warriors or Braves? I think such redundancy would make them a far less appealing choice.

Also remember that the militaristic trait is considered one of the most powerful in the game by many. You don't want to make it even more powerful. That said, I'm not sure what would be more appropriate for militaristic civs, but honestly I think they get enough of an advantage in combat early in the game from easier advancement and cheap barracks to need anything more.

Oh and wrt industrious civs, the way I see it they already have a unique unit - their workers are "unique" in that they work faster. Firaxis could have chosen to explain this by saying that "industrious civs get labourers instead of workers; labourers work faster than workers", and then you would be saying "well industrious civs don't need a uu because they already have one"; however Firaxis did a functionally equivalent thing - simply make workers work faster, without making them an explicit different unit; but the functionality is the same.
 
I also have concerns that the commercial UU will be too powreful, but mainly I wonder that giving scientific civs an essentially military unit would be too much. All the UUs, save military and scientific, have no military purpose, so maybe it'd be better to find a way to create a more scientific like unit, that's scientific in application for these civs? I mean I sure wouldn't want to mess with the Germans in these circumstances.
 
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