ls612's C2C Units

Thanks. What animation does it use?

Is this the info you need?
Spoiler :
Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_MACEMAN_ABORIGINES</Type>
			<Button>,Art/Interface/Buttons/Units/Maceman.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,1,2</Button>
			<fScale>0.44</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Modules/Custom Civilizations/Aborigines/Flavor/maceman/Aztec_Jaguar_FX.nif</NIF>			<KFM>Art/Units/Unique/Aztec/Jaguar/Aztec_Jaguar.kfm</KFM>
			<SHADERNIF>Modules/Custom Civilizations/Aborigines/Flavor/maceman/Aztec_Jaguar_FX.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bActAsRanged>0</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
		</UnitArtInfo>
 
Is this the info you need?
Spoiler :
Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_MACEMAN_ABORIGINES</Type>
			<Button>,Art/Interface/Buttons/Units/Maceman.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,1,2</Button>
			<fScale>0.44</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Modules/Custom Civilizations/Aborigines/Flavor/maceman/Aztec_Jaguar_FX.nif</NIF>			<KFM>Art/Units/Unique/Aztec/Jaguar/Aztec_Jaguar.kfm</KFM>
			<SHADERNIF>Modules/Custom Civilizations/Aborigines/Flavor/maceman/Aztec_Jaguar_FX.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bActAsRanged>0</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
		</UnitArtInfo>

That code has no animation. The <KFM> tag is missing. :(
 
@ls612

Ok its time to try out a Post-Apocalypse units. Make sure you add this to the "Apocalypse" folder under the Alt Timelines mod.

suvivorxbow_picture_i8b.jpg

Urban Crossbowman
Graphic: Here
Icon: Comes with an Icon?
Type: Archery
Strength: 15
Movement: 1
Cost: 100
Req Tech: Guerrilla Warfare AND Archery
Req Resource: None
Upgrades To: Musketman

Special Abilities
  • 1 First Strikes
  • +75% vs Melee Units
  • Can Perform Ranged Attacks
  • Accuracy 90

Notes: Use Heavy Crossbowman as a Base.

----

Also make sure the Heavy Crossbowman can upgrade into the Urban Crossbowman too.

Hopefully this will work.

Thanks! :goodjob:
 
@ls612

I found the UN units from RoM/AND were modular. However when I put them in the "Custom Unit" folder they do not show up like they do in RoM/AND. Can you figure out why they are not working? They should be compatible since C2C is built on RoM/AND.

I will upload the UN Mission building that they all require since it seems to still work modularly.
 
@Hydro:

1. IIRC, the UN units that were in AND had some sort of problem and thus were removed. At any rate, those units require some sort of Python support to function in their proper role, so I'd ask DH about them.

2. On the Post-Apocalypse stuff, what is the plan for triggering it? Currently there would be no reason to make the Urban Crossbowman, unless there is some other game mechanic that makes your better units unavailable.

If we aren't expecting that framework to be in place for a while, I'll make the unit but turn it off in the MLF, so people aren't confused.
 
@ls612

1. Check over in the SVN thread. DH was commenting on it.

2. See the Post-Apocalypse thread. It is explained there. While there is no trigger event yet it should still work if your city is nuked or you loose access to key resources.

I am also introducing Firearms resource which should help implementation of this. However I need to have units have Bonus A AND Bonus B AND Bonus C which currently is impossible. Which is why I put a request in AIAndy's code thread.
 
@ls612

1. Check over in the SVN thread. DH was commenting on it.

2. See the Post-Apocalypse thread. It is explained there. While there is no trigger event yet it should still work if your city is nuked or you loose access to key resources.

I am also introducing Firearms resource which should help implementation of this. However I need to have units have Bonus A AND Bonus B AND Bonus C which currently is impossible. Which is why I put a request in AIAndy's code thread.

1. See my reply in the SVN thread.

2. OK, that makes sense. I'll work on the Apocalypse units soonish, my plate's kinda full with RL atm. Do you have other P-A (my new abbreviation for Post-Apocalypse) units planned?
 
The UN units as implemented are a human cheat. they are supposed to work the way UN forces do in RL but they don't. What you use them for instead is an advance attack force, they don't get kicked out when you declare war so you can position them on strategic resources to deny your enemy access and so on.

To work properly would require them to be either a new civ which you can donate units to and get them back latter. Needs AI too.
 
@ls612

So looking through the Imperial Guard units and here are their stats.

----

Imperial Guard
Type: Melee
Strength: 14
Movement: 1
Cost: 110
Req Tech: Feudalism
Req Active Civic: Monarchy
Req Resource: Iron
Req Building: Palace
Upgrades To: Guard du Corps

Special Abilities
  • National Unit (1 Allowed)
  • Starts with Imperial Guard promotion (See Promotion Thread)
  • Builds 25% Faster with Silver

----

Guard du Corps
Type: Gunpowder
Strength: 24
Movement: 1
Cost: 190
Req Tech: Flintlock
Req Active Civic: Monarchy
Req Resource: Sulphur
Req Building: Palace
Upgrades To: Modern Imperial Guard

Special Abilities
  • National Unit (1 Allowed)
  • +50% vs Archery Units
  • +25% vs Mounted Units
  • +100% vs Melee Units
  • +100% vs Animal Units
  • Starts with Imperial Guard promotion (See Promotion Thread)
  • Builds 25% Faster with Silver

----

Modern Imperial Guard
Type: Gunpowder
Strength: 37
Movement: 1
Cost: 310
Req Tech: Automatic Weapons
Req Active Civic: Monarchy
Req Resource: Ammunition
Req Building: Palace
Upgrades To: Robotic Imperial Guard

Special Abilities
  • National Unit (1 Allowed)
  • +100% vs Archery Units
  • +150% vs Melee Units
  • +50% vs Mounted Units
  • +25% vs Gunpowder Units
  • +150% vs Animal Units
  • Starts with Imperial Guard promotion (See Promotion Thread)
  • Builds 25% Faster with Silver

----

Robotic Imperial Guard
Type: Robot
Strength: 142
Movement: 1
Cost: 670
Req Tech: Androids
Req Active Civic: Monarchy
Req Resource: Nanotubes
Req Building: Palace
Upgrades To: -

Special Abilities
  • National Unit (1 Allowed)
  • +300% vs Archery Units
  • +300% vs Melee Units
  • +300% vs Mounted Units
  • +50% vs Gunpowder Units
  • +50% vs Wheeled Units
  • +50% vs Tracked Units
  • +300% vs Animal Units
  • Starts with Imperial Guard promotion (See Promotion Thread)

----

The problem now is the units they use for the units. Depending upon which civ you pick the unit looks different. It has both custom units and ones taken from civ
flavors.

So I am thinking it might be better just to pick out brand new models and buttons for these. Any ideas?
 
@Hydro:

Looking at those new units, I see only one major issue.

The Modern Imperial Guard has a strength of 37, and +50% against all contemporary units, for a grand total of 50, before promos. Compare this to the Infantry, a normal unit enabled at the same tech. It has a strength of 34, with +25% vs gunpowder units, for a grand total of 43, before Promotions. This seems a bit weak, compared to the earlier ones, and especially the Robot one, which has a str. of 142, with +50% making it have a grand total of 212. The Walker Mech, enabled at more or less the same time, has a str. of 125, +25% vs tracked units.

This seems to mean that the Modern Imperial Guard, and to a lesser extent, the first one, need a buff. My suggestions would be 18 str. for the early one and 50 for the later one. How does that sound?
 
@ls612

Feel free to post a revised version. I mean if we are going to be re-making them all that really matters is that they are Monarchy civic enabled units. We could re-make them however we want. Perhaps make them a bit unique compared to other types of units.

EDIT: I am thinking maybe we should just make them overall stronger and not +% vs just about everything.
 
So I am thinking that we need an un-armed unit that is pre-clubman. We could move Clubman to Simple Wood Working and Rock Thrower to Hard-Hammer Percussion. Then have the new unit, lets call it a "Brawler" who has like the strength of 1 and is a melee unit. It has no other stats but can be built at the beginning. And t would be super cheap.

What do you think? Also we need to find a prehistoric looking unit that has no weapon. Just fights with its fists.
 
How 'bout we call it a 'Grunt'?

Good idea btw... and maybe a later game hand-to-hand fighter could be called a 'Pugilist' and could somehow target specific units in the opposing stacks when it attacks, accessed at Dueling. Perhaps if it wins, all enemy units in the stack are cursed with -10% defense for the remainder of the turn. Something to that extent. Or maybe he can force an enemy general to withdraw from his stack (humbled by being defeated in a duel.)

I've also been thinking that the 'Thief' is just too advanced a name for the stage of the game they are brought in and should thus be renamed to 'Savage'.
 
@Hydro: I'm going to make the Imperial Guard units with the following changes;

Art: Pending better art, the units will use the following art/icons:

Early Imp. Guard --- Roman Praetorian
Guard du Corps --- French Musketeer
Modern Imperial Guard --- Machine Gun
Robot Imperial Guard --- Assault Mech

These graphics will be temporary until better ones can be found.

Stats: The Units will no longer have the unitcombat bonuses, and their strengths will be the following;

Early Imp. Guard: 18
Guard du Corps: 30
Modern Imperial Guard: 60
Robot Imperial Guard: 200


Hope that sounds OK to you.
 
@ls612

If we are having a Roman type then I think we need to do one between Early and Guard du Corps. So something like ....

Imperial Guard (Classical) = Req Monarchy
Imperial Guard (Medieval) = Req Feudalism
Imperial Guard (Renaissance) = Req Flintlock
Imperial Guard (Modern) = Req Automatic Weapons
Robot Imperial Guard = Req Androids

Not sure about the Strength. The Imperial Guard (Medieval) should look like possibly a Long Swordsman with a shield.
 
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