ls612's C2C Units

@ls612

Another new unit please.

Autogyro
Graphic: Here
Icon: See Attachment
Type: Helicopter
Strength: 40
Movement: 4
Cost: 425
Req Tech: Aviation
Req Resource: Oil Products
Upgrades To: Gunship

Special Abilities
  • Cannot Entire Polar Ocean, Ocean, Tropical Ocean
  • This Unit is Tradable
  • Cannot Capture Enemy Cities or Units
  • Doesn't Receive Defensive Bonuses
  • Ignores Movement Costs
  • Can Withdraw from Combat (25% Chance)
  • 50% vs Wheeled Units
  • 50% vs Tracked Units
  • -50% vs Water Units
  • Flank Attack vs Catapult, Trebuchet, Bombard, Heavy Cannon, Light Artillery, Artillery
  • +1 :gold: per Turn
  • Ignored Building Defense

Notes: Use Gunship as a Base.

Many thanks in Advance! :goodjob:
 
@Hydro: I'll get back to making requests on this thread as soon as i have all the crime units and promotions working. Speaking of that, are there any Law Enforcement or Crime Culture Units that need crime effects? Thanks.
 
@Hydro: I'll get back to making requests on this thread as soon as i have all the crime units and promotions working. Speaking of that, are there any Law Enforcement or Crime Culture Units that need crime effects? Thanks.

Well the units that would fall under the 2 categories would be ...

Law
- Town Watchmen
- Guard
- City Guard
- Sheriff
- Police Squad
- Police Car
- Police Mech

Crime
- Thief
- Rogue
- Ambusher
- Assassin
- Hashishin
- Sharpshooter
- Bandit Footpad
- Bandit Horsman
- Outlaw
- Mobster Car
- Guerrilla
- Dragon Pirate Ship
- Barbary Corsair
- Privateer

Not sure if I missed any or if the crime ones should be applied yet. But the law ones for sure should have an anti-crime effect.
 
I'd rather put this here, that way Hydro can take a look at it, but i believe that the Neanderthal Warrior and the Wonder you "have" to build, is way to much, especially since the warrior isnt much of a threat anyways, infact, he's quite "useless" IMHO.
 
Well the units that would fall under the 2 categories would be ...

Law
- Town Watchmen
- Guard
- City Guard
- Sheriff
- Police Squad
- Police Car
- Police Mech

Crime
- Thief
- Rogue
- Ambusher
- Assassin
- Hashishin
- Sharpshooter
- Bandit Footpad
- Bandit Horsman
- Outlaw
- Mobster Car
- Guerrilla
- Dragon Pirate Ship
- Barbary Corsair
- Privateer

Not sure if I missed any or if the crime ones should be applied yet. But the law ones for sure should have an anti-crime effect.

Thanks for that, turns out I missed a few crime units. I do not think that adding Crime to ships is a good idea atm, at least until Koshling gets the AI fully aware of Crime on Units.

All of those non-naval units now have crime effects on the SVN.

EDIT: Just noticed SO's complaint about Neander Warriors being utter crap, I agree, as they come around the same time as the Stone Axeman, and have that annoying -75% City Attack. They should probably have 4 strength instead of 3, as well as not having the attack penalty, that's my 2cp as to what is wrong.
 
Thanks for that, turns out I missed a few crime units. I do not think that adding Crime to ships is a good idea atm, at least until Koshling gets the AI fully aware of Crime on Units.

All of those non-naval units now have crime effects on the SVN.

EDIT: Just noticed SO's complaint about Neander Warriors being utter crap, I agree, as they come around the same time as the Stone Axeman, and have that annoying -75% City Attack. They should probably have 4 strength instead of 3, as well as not having the attack penalty, that's my 2cp as to what is wrong.

They are that way because otherwise the natively spawning ones were too over-whelming. The ones you can build with the wonder should be slightly different 'trained Neanderthal Warrior' say, and have appropriately different stats (strength 4, -25% city attack say)
 
They are that way because otherwise the natively spawning ones were too over-whelming. The ones you can build with the wonder should be slightly different 'trained Neanderthal Warrior' say, and have appropriately different stats (strength 4, -25% city attack say)

Why should the trained one have any penalty at all? They probably shouldn't be using the same unit anyway. :crazyeye:
 
Why should the trained one have any penalty at all? They probably shouldn't be using the same unit anyway. :crazyeye:

Well, it needs to not be too strong relative to its peers is all - slightly stronger, but not so much so as to be a huge advantage. I guess plain old strength 4, with no penalty is fine, so long as it doesn't get other automatic promotions or bonuses, so that the axeman is still viable due to the +against melee.
 
EDIT: Just noticed SO's complaint about Neander Warriors being utter crap, I agree, as they come around the same time as the Stone Axeman, and have that annoying -75% City Attack. They should probably have 4 strength instead of 3, as well as not having the attack penalty, that's my 2cp as to what is wrong.

They use to be more powerful when you could not get Stone Axemen until AFTER Hunting. So I guess they need to be tweaked. perhaps the wild neanderthals should be stronger too.
 
They use to be more powerful when you could not get Stone Axemen until AFTER Hunting. So I guess they need to be tweaked. perhaps the wild neanderthals should be stronger too.

I think the wild ones are just fine as-is, when they were stronger they overran all the AIs on Raging Barbs, that's why the -75 was added in the first place. 4 Str for a Culture unit at the time is probably fine, given that you need the wonder to build them in the first place.
 
So according to my list I still need to plan out the following culture units ...

- Fulani (?)
- Herero (?)
- Jivaro (Need a model for the Head Hunter)
- Luba (?)
- Somali (I am thinking Somali Pirates for the modern era)
- Swazi (?)
- Uighur (I think I had a unit in mind for this)

I will have to do some more research and searching the downloads section.
 
So according to my list I still need to plan out the following culture units ...

- Fulani (?)
- Herero (?)
- Jivaro (Need a model for the Head Hunter)
- Luba (?)
- Somali (I am thinking Somali Pirates for the modern era)
- Swazi (?)
- Uighur (I think I had a unit in mind for this)

I will have to do some more research and searching the downloads section.

Also, (@SO), if we're keeping heroes similar to what they are now (actually I'm fine with this now the AI knows how tio use them - quite getting to like them even!) we need to fill out the heroes so that all cultures have them (have 2 ideally which I think is the case for many now, typically one a lot earlier than the other)
 
Is612 after last SVN update with neanderthaler warrior i cannot build this unit.
I have the wonder to build, the stone resource i have in city, and befor i have build 33 neander warriors, but now i not see there in Unit building line.
 
Is612 after last SVN update with neanderthaler warrior i cannot build this unit.
I have the wonder to build, the stone resource i have in city, and befor i have build 33 neander warriors, but now i not see there in Unit building line.

That is because I also changed them to act like other Culture Units, IE they now have a limit of 15 per player. You are quite a bit over that limit, and so can not build more Neanders until you have less than 15.
 
Also, (@SO), if we're keeping heroes similar to what they are now (actually I'm fine with this now the AI knows how tio use them - quite getting to like them even!) we need to fill out the heroes so that all cultures have them (have 2 ideally which I think is the case for many now, typically one a lot earlier than the other)

I'll PM you on what i have planned for "other stuff." Before.
 
@ls612

Please make this unit.

Raft
Graphic: See Attachment
Icon: See Attachment
Type: Wooden Ships
Strength: 1
Movement: 1
Cost: 8
Req Tech: Raft Building (Coming Soon)
Req Resource: Wood OR Prime Timber OR Bamboo
Upgrades To: Canoe

Special Abilities
  • National Unit (Limit 5)
  • Cargo Space 1
  • Cannot Entire Polar Ocean, Ocean, Tropical Ocean
  • This Unit is Tradable
  • 25% vs Wild Animals

Notes: Use Canoe as a Base.

I altered the Meso-American Raft so it can have no sails. The attachment has the altered version plus the icon/button (which is from Empire Earth's War Raft). I asked SO to make a new "Raft Building" tech so you can either choose to wait or give it a stand in tech like "Carpentry" until the tech is added.

Thanks! :goodjob:

Uh, Bamboo is a Feature, and Wood is not a resource, only Prime timber is a valid prereq.
 
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