strategyonly
C2C Supreme Commander
Overall the only sticky point for me is the negative at start, its not a huge issue or anything, I just would much prefer that there be no negative trait at the start (for balance and game play reasons).

Overall the only sticky point for me is the negative at start, its not a huge issue or anything, I just would much prefer that there be no negative trait at the start (for balance and game play reasons).
Sounds good.
When you say aggressive III does that mean no just plain aggressive, they'll start as aggressive I? I hope socoz 4 is much too much
Overall the only sticky point for me is the negative at start, its not a huge issue or anything, I just would much prefer that there be no negative trait at the start (for balance and game play reasons).
My trait toolkit is ready to go thunderbrd, just need to put your new tools on my belt and you to let me at 'em![]()
I think the no housing thing hydro introduced addresses this fact adequately enough.. Just shutup SO your not helpingInteresting. So no negative at start, does that mean that back then they didn't know whether it was a bad thing then to eat raw meat? (in the realm of things)
And this year i intend to add 50 more Civs well maybe less, but that adds in another 50 (maybe less) Leaderheads then also.Main word being: Intend.
Maybe i'll shot for 20 or so then . .? 10?
@ TB
Can you do all this in a MODULE format, and for NOW make it a modmod, i think that this would presently be the best for this, because it seems like a BIG change in gameplay?
That infact is how CIVPlayer8 got the Civics started, and with another person (DH) looking through and seeing if the OLD Civics were ok for installation into the core of C2C, (Which it WAS at that time.)
EDIT: @SgtSlick: You are aware we plan a release date of the 28th for this version right? Even with the above completed, this will take some diligence to finalize in time.
I thought the Australian Holiday was the 26th?
Australia Day is the 26th, but Saturdays are holidays already, so the holiday is the 28th.
I think
Also, as I am retired, I don't get any holidays![]()
Agreed. We still have time to smooth things out enough to get this done before the next release date. The additional tags and 'code kinks', which are mostly a result of my willingness to concede to some of your design points, are actually pretty minimal and should be completed by the end of this weekend and a re-proposal of a few example traits and trait chains should be complete by then as well. That gives plenty of time to finish the rest and make sure its all functioning absolutely correctly.
I also truly believe that the manner in which I will propose these few examples should suit the desires, or at least demands, of everyone who's been a part of these conversations.
EDIT: @SgtSlick: You are aware we plan a release date of the 28th for this version right? Even with the above completed, this will take some diligence to finalize in time.
Is there a reason that the Nomad trait no longer gives Flanking 1 to Cavalry units anymore? That was pretty much the whole reason to take the trait.
SgtSlick changed it from what I had set it at? The traits aren't incredibly balanced right now (although they are better than in V27) and will see more changes in the future.
It may be an oversight. The version of Nomad that is currently in the SVN grants the Flanking 1 promotion only to Recon and Animal (Yay?) units. It grants a number of promotions to Recon, which makes Nomad useful very, very early in the game and then completely worthless beyond that. Curious decision if that was intentional.