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Is there a tag for combat classes eg all workers?

Hmm... I don't know. You could look at the buildings in the pedia and see if one has the effect to train Melee, Helicopters or something faster and look it up.
 
Effectively the same thing. :D

Is there a tag for combat classes eg all workers?

In most class objects there is now a combat class xp modifier and a combat class production modifier. But it does depend - are we talking about buildings? The production modifier on that was put in with the first installment of the combat mod.
 
In most class objects there is now a combat class xp modifier and a combat class production modifier. But it does depend - are we talking about buildings? The production modifier on that was put in with the first installment of the combat mod.

Thanks found it UnitCombatProdModifiers. Once I get these mascot buildings out of the way I was going to start on trying to make a Great Hunter great person.

The current Military Standard (Mascot) and new Mascot buildings give exp and speed production but I think both would do better associated with this morale concept you have been talking about elsewhere. So when you have that sorted out I will change them.
 
Thanks found it UnitCombatProdModifiers. Once I get these mascot buildings out of the way I was going to start on trying to make a Great Hunter great person.

The current Military Standard (Mascot) and new Mascot buildings give exp and speed production but I think both would do better associated with this morale concept you have been talking about elsewhere. So when you have that sorted out I will change them.

1) You're welcome
2) Great Hunter movement afoot... I like it! But I'm not sure I can quickly catch up to you there right now so we may need to get Koshling in on that project with us.
3) The morale issue is probably a bit out still - We could start talking more about it but i'm thinking its going to be a lot of application of the Properties system that might require a small tweak from AIAndy to enable it. I think the current implementation of properties has the slightest incompatibility with the concept that could be overcome pretty quickly when he'd be willing to help us there.

(feel free to quote into the morale thread from here if you'd like to pick up this discussion in earnest...)

Generally, my thinking is that Morale would be a Property that would transfer between units and cities much like properties do. But these would be influenced by local victories and failures in battle, units and buildings with influences, and (this is where we need a tweak I think) MUST be tracked by each civilization independently of the other. Thus this particular property must be located on the player, not on the globe.

Then units, when of particularly high morale levels, will gain temporary 'free' promos that would tend to invigorate them and make them more intrepid and strengthened. While units with low morale levels will gain temporary free promos that would weaken them, make them flee battle early, potentially even be destroyed during battle by complete dispersal (route). Most of the very applicable tags for these kinds of effects exist for promos now but the morale property mechanism will need a little work. Then we can start planning morale effects. Cities too would have autobuildings to show city modifiers based on the morale of the people. Buildings like you're working on now but putting some patches on would be morale generators. Many crime buildings might reduce morale. And so on. Of course civics would play a role as well.

But war and how well it goes will have a far reaching effect on a civ than mere War Unhappiness, and a civ that doesn't believe in itself will have an impact on its units ability to succeed as well. (and vice versa)

Big project but much of the Combat Mod is moving us towards it.
 
Generally, my thinking is that Morale would be a Property that would transfer between units and cities much like properties do. But these would be influenced by local victories and failures in battle, units and buildings with influences, and (this is where we need a tweak I think) MUST be tracked by each civilization independently of the other. Thus this particular property must be located on the player, not on the globe.

Then units, when of particularly high morale levels, will gain temporary 'free' promos that would tend to invigorate them and make them more intrepid and strengthened. While units with low morale levels will gain temporary free promos that would weaken them, make them flee battle early, potentially even be destroyed during battle by complete dispersal (route). Most of the very applicable tags for these kinds of effects exist for promos now but the morale property mechanism will need a little work. Then we can start planning morale effects. Cities too would have autobuildings to show city modifiers based on the morale of the people. Buildings like you're working on now but putting some patches on would be morale generators. Many crime buildings might reduce morale. And so on. Of course civics would play a role as well.

I was thinking about making the Tavern/Bar line of buildings more appealing. I wondered if with your whole morale system if it could some how make troops "Braver" but maybe less accurate? I was also thinking about drugs and how that could effect troops. For instance some historians believe that Viking Berserkers ate drugged food before battle.
 
I was thinking about making the Tavern/Bar line of buildings more appealing. I wondered if with your whole morale system if it could some how make troops "Braver" but maybe less accurate? I was also thinking about drugs and how that could effect troops. For instance some historians believe that Viking Berserkers ate drugged food before battle.

Interesting concept that may take more than just the morale system alone. Maybe something along the lines of a 'Positive' poison affliction...
 
@Hydro could you turn the attached into a button please. Somewhere while making the specialist buttons I lost the border stuff. :( It is for the new Great Hunter unit. I'll probably use a variation on the guy with the furs as the basis for the great person. I just need to figure out how to add the glow.
 
I was thinking about making the Tavern/Bar line of buildings more appealing. I wondered if with your whole morale system if it could some how make troops "Braver" but maybe less accurate? I was also thinking about drugs and how that could effect troops. For instance some historians believe that Viking Berserkers ate drugged food before battle.

Likewise the Celts' blue warpaint "woad" could contain drugs to be absorbed through the skin. And of course we already have the Hashishin - I guess everyone knows hashish is a name for cannabis (marijuana).
 
@Hydro could you turn the attached into a button please. Somewhere while making the specialist buttons I lost the border stuff. :( It is for the new Great Hunter unit. I'll probably use a variation on the guy with the furs as the basis for the great person. I just need to figure out how to add the glow.

Is this what you wanted?
 
Hmm, but where would they fit in? We already have WWI and WWII ambulances. And say civil war era stuff doesn't have motorized transportation.

If no need for them, then no biggy, no need for excess stuff at this point.
 
can someone else look at the Alt_Timelines/Big_Cats modules and figure out what is wrong. I have it working up until the Guard Cat iirc.

What is the problem with it? After I added texts for buildings and art define for police cat buliding, it seems working. I didn't test it thoroughly, so I may be wrong, though.
 
What is the problem with it? After I added texts for buildings and art define for police cat buliding, it seems working. I didn't test it thoroughly, so I may be wrong, though.

So it was the art define that was missing was it. I just could not see it. If you have the stuff you added or changed can you post it and I'll test it out. thanks.
 
Okay. attached files. I didn't change anything except resource prerequisite of police cat building(Dog to Cat).

Things I noticed (and off-topic?):

1. Feline units, especially police cat and police cat trainer building require world wonder, so they can't be built in more than one city. It is the intended feature, right?

2. Feline units require BONUS_CAT and it is produced by Cat Breeder. But it may be hard to get the building because it requires wheat in vicinity.
I have no idea about what Hydro intended or wanted to represent with this requirement, but dog breeder doesn't have any vicinity requirement and I think there is no reason to treat them differently.

3. Maybe BONUS_CAT requirement should be removed. I regard the resource as the representation of domestic cats. So, it was somewhat weird to me that things related to "big cats" require it.

4. Feline Superior has same graphic as Canis Superior. Because of the lack of good graphic?
 
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