Gunship tweak/development thread

Dual said:
Can you attach the XML file with your gunship edits please RED DIAMOND?

I'd like to try those changes out, they sound like fun additions. :D

Here it is. Changes are in red

Code:
<UnitInfo>
			<Class>UNITCLASS_GUNSHIP</Class>
			<Type>UNIT_GUNSHIP</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_HELICOPTER</Combat>
			[COLOR="darkred"]<Domain>NONE</Domain>[/COLOR]
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_GUNSHIP</Description>
			<Civilopedia>TXT_KEY_UNIT_GUNSHIP_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GUNSHIP_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>1</bNoCapture>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			 <bFlatMovementCost>1</bFlatMovementCost>
		[COLOR="darkred"]<bIgnoreTerrainCost>1</bIgnoreTerrainCost>[/COLOR]
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ROCKETRY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_FLIGHT</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>160</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>4</iMoves>
			<iAirRange>0</iAirRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<iCombat>20</iCombat>
			<iAirCombat>0</iAirCombat>
			[COLOR="darkred"]<iAirCombatLimit>100</iAirCombatLimit>[/COLOR]
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>25</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainDefenses/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			[COLOR="darkred"]<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>3</iCargo>[/COLOR]
			<iConscription>0</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GUNSHIP</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<Button>,Art/Interface/Buttons/Units/Gunship.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,5,10</Button>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
		</UnitInfo>
 
RED DIAMOND said:
Here it is. Changes are in red
It would seem to me, that if you can designate a new domain, IE none, you could designate quite a few more.

With code similar to this, couldnt you mke a bomber that would carry 1,2, or 3 land units, and instead of 'bombing' the city, releases its cargo of land units around the city. Seems that a few simple changes would allow for paratroopers, though there wouldnt be any animations this way, it would still be functional
 
None is not a new Domain that Red Created, its simply the absence of any Domain, esentialy creating a unit which ignores all land/sea restriction. The downside is that the Chopper is going to have unlimited range able to cercumnavigate the whole planet if it wanted too. The AI will have a field day with that.

A possible fix giving all Copters a Promotion that causes them to loose say 20% health when not in friendly territory. A Bit like SMAC did this would force the Chopper to return to your territory after a few turns.
 
I agree that gunship should be part of the air domain. However, doing so would inhibit the unit from receiving experience and promotions. So it's a choice between having a land gunship that gains experience, or an air gunship that doesn't.

Any of you know why the air units don't gain experience?

I checked in the UnitInfos.xml, the properties <iXPValueAttack>/<iXPValueDefense> for air units are set to 0. So it can't get any experience from combat. Also the property <Combat> is set to NONE. This inhibit an air unit from satisfying any of the promotion prerequisite in PromotionInfos.xml for <UnitCombatType>. So probably changing all of the above would make air unit gain experience. However, I wonder why civics that gives experience to all units won't give any to the air units...:confused:
 
Runriot said:
It would seem to me, that if you can designate a new domain, IE none, you could designate quite a few more.

With code similar to this, couldnt you mke a bomber that would carry 1,2, or 3 land units, and instead of 'bombing' the city, releases its cargo of land units around the city. Seems that a few simple changes would allow for paratroopers, though there wouldnt be any animations this way, it would still be functional

Correct!! I have not fooled with an airplane transport yet, but I will today.

Concerning chopper range it just a simple trade off right now as a chopper can indeed hover over water IRL. However, with a 4 move it will take quite some time to get across most oceans even on Large maps not to mention Huge.

One of the things I will also look into is a low move strategic bomber and escort fighters that work off of this principle. I think it might be possible to create a different kind of Air to Air combat, we will see. :D
 
DarthCycle said:
I agree that gunship should be part of the air domain. However, doing so would inhibit the unit from receiving experience and promotions. So it's a choice between having a land gunship that gains experience, or an air gunship that doesn't.

Any of you know why the air units don't gain experience?

I checked in the UnitInfos.xml, the properties <iXPValueAttack>/<iXPValueDefense> for air units are set to 0. So it can't get any experience from combat. Also the property <Combat> is set to NONE. This inhibit an air unit from satisfying any of the promotion prerequisite in PromotionInfos.xml for <UnitCombatType>. So probably changing all of the above would make air unit gain experience. However, I wonder why civics that gives experience to all units won't give any to the air units...:confused:


Going to check into this as well. Good looking out.:cool:
 
Setting the domain to "none" is causing my units to get a ton of free experience as soon as they are created. Enough to buy 3 promotions.

Is anyone geting this? And has anyone found what other files to change to stop it?
 
RED DIAMOND said:
Correct!! I have not fooled with an airplane transport yet, but I will today.

One of the things I will also look into is a low move strategic bomber and escort fighters that work off of this principle. I think it might be possible to create a different kind of Air to Air combat, we will see. :D
Okay, see thats a freaking cool idea! A bomber that can "carry" its escorts (course its just setting them in air suppirority mode). While it would function in the game like a flying carrier, it would in essence represent fighters flying along with the bomber to intercept other fighters. Brilliance!

Also, keep us imformed on the paratrooping idea. I for one would like to see C47 models droping paratroop units in a WWII senario :goodjob:
 
Ok I admit the work on the Early Religions Mod http://forums.civfanatics.com/showthread.php?t=152085 has taken me away from this. However, the Choppers can already carry troops vietnam style to and fro. Modding the bomber to be a C47 was easy. How many troops/armor units should it carry?

BTW, the idea of a flying carrier was way further than I had envisioned. I suppose it could be done by giving the bomber the carrier ability of storing planes, but I'm not so keen on that kind of unit:(
 
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