ls612's C2C Units

@ls612

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I think i made a Brute for you. I made it from the Mayan Warrior and deleted their Club. It says it uses ...

The Mayan Warrior uses the Charlemagne Light Swordsman animations

See if that works.
 
@ls612

attachment.php


I think i made a Brute for you. I made it from the Mayan Warrior and deleted their Club. It says it uses ...



See if that works.

Thanks, now I have art for all of the new units. :goodjob:

Could you please make me icons for these units? Thanks in advance.
 
Thanks, now I have art for all of the new units. :goodjob:

Could you please make me icons for these units? Thanks in advance.

Here are the icon/buttons for ...

- Brute
- Spiked Clubman
- Stone Maceman
- Maceman (New)
- Heavy Axeman

Remember that the old Maceman is now the "Flailman". Or if we want we could call it a "Heavy Maceman" to keep in theme with the Heavy Crosbowman, Heavy Pikeman, Heavy Swordsman and Heavy Axeman.
 
@ls612

If you can possibly get the following fixes in before the freeze end that would be great ...

Change the Following units to require these buildings.

- City Guard = Garrison
- Supply Train = Trading Post
- Freight = Shopping District

Thanks in Advance!

Done. I'll add all of the Early Unit changes right after we release V23, as it seems like a bit much to do during the freeze.
 
Done. I'll add all of the Early Unit changes right after we release V23, as it seems like a bit much to do during the freeze.

If you can get it done today go for it, i am planning on a release after midnight tonight sometime:)
 
If you can get it done today go for it, i am planning on a release after midnight tonight sometime:)

Well, I can't do it today, as I was waiting till tomorrow to do the artdefines.:crazyeye: I didn't realize you wanted this in before V23 was released.
 
Well, I can't do it today, as I was waiting till tomorrow to do the artdefines.:crazyeye: I didn't realize you wanted this in before V23 was released.

sorry i got them in anyways:p:p
 
@Hydro:
I've been playing around with the new Unit upgrade trees, and have come to some conclusions about what needs to be changed.

1. The Clubman, Spiked Clubman, and Stone Axeman need to be spread out a little. Currently, the Clubman replaces the Brute at Scavenging, only 3 techs into the tree. It is by far the earliest Strength 2 unit. I propose moving it to Hard-Hammer percussion, the Spiked Clubber to Flint Knapping, and the Stone Axeman to Obsidian Weapons AND Axe Making. The Stone Axeman would become Strength 4, and the Axeman Str. 6.

2. The Stone Maceman and Maceman need to also be moved a little. I think that Soft Hammer Percussion for the Stone maceman and Warfare for the Maceman would suffice, and the Maceman would go to Str. 4. Note that this would give Soft-Hammer Percussion something, currently researching it does nothing.

What do you think about this?
 
1a. Then move the Clubman to Tool Making tech.

1b. The Spiked Clubman needs to stay at piercing since that is where the Nomad equivalent promotion is at.

1c. Please Leave the Stone Axeman as is.

2a. Stone Maceman needs to stay where it is because it was made for that tech.

2b. Maceman needs to come later when the Axeman comes. They are more or less different flavors of the same upgrade path. Axeman being super anti-melee and Maceman being a more generalized unit.

In short i disagree with most of what you said and all I think that needs to be changed is the Clubman to Tool Making tech.
 
@ls612

Ok I need you to fix some of the UUs now that there are more types of units to upgrade to.

Papuan Cannibal
Req Tech: Tool Making
Upgrades To: Stone Maceman

Pygmy
Req Tech: Tool Making
Upgrades To: Stone Maceman

Chasquis
Upgrades To: Maceman

Tewhatewha
Upgrades To: Axeman

Vulture
Req Tech: Copper Working
Upgrades To: Heavy Axeman

Dog Soldier
Upgrades To: Maceman

Axe Thrower
Upgrades To: Heavy Axeman

Adze Warrior
Upgrades To: Heavy Axeman

Gaelic Warrior
Upgrades To: Heavy Axeman

Nootka Clubman
Upgrades To: Maceman

Many thanks in advance! :goodjob:
 
Hi, I don't know if this is the right place for a unit request or better an idea but the recent appearance of the flailman led me to some research about the weapons then and I found out that besides the flail, the
Goedendag weapon,
a dutch/flemish invention might make up a good special unit for the dutch...
the Goedendag weapon helped the flemish to win important battles against french knights and these vitories are still celebrated as a national holiday because they are considered as the first representation of independence in flanders.

So, to complete the club, axe, flail, mace, morning star and spear, pike line this "spear-club" (early form of a helbard to my eyes) might be an interesting missing link or, as I suggested,
the root of a
"flemish guildsmen" dutch special land unit besides the ship UI...

Goedendag_flamenco.jpg


@all having internet connection back, wasn't really able to write in forum with smartphone internet only so... trying to post more frequently again
 
1a. Then move the Clubman to Tool Making tech.

1b. The Spiked Clubman needs to stay at piercing since that is where the Nomad equivalent promotion is at.

1c. Please Leave the Stone Axeman as is.

2a. Stone Maceman needs to stay where it is because it was made for that tech.

2b. Maceman needs to come later when the Axeman comes. They are more or less different flavors of the same upgrade path. Axeman being super anti-melee and Maceman being a more generalized unit.

In short i disagree with most of what you said and all I think that needs to be changed is the Clubman to Tool Making tech.

Yeah, I keep forgetting about the whole "planning for the nomads" aspect. :mischief:

I also changed the Culture units as you requested. Also take note that the new Stone Maceman, Maceman, and Flailman all have +25% City Attack, as suggested by Thunderbrd, I thought that differentiated them a bit more into their all-around combat niche.
 
Maybe we should give them a touch of city defense as well... just to show that if you know how to fight in a city, for it or against it, you simply know how to fight in a city, at least to some extent. Not to say that there isn't something to be said for invasion vs defense tactic variations, but the cause for these sorts of troops (their weapons and armor set) to be utilized more effective in urban attacks is going to be equally as possible to use in defense of the city, though they should not be allowed to upstage archer types who gain so many bonuses to city defense thanks to their abilities to snipe from rooftops, walls, windows, etc.
 
Maybe we should give them a touch of city defense as well... just to show that if you know how to fight in a city, for it or against it, you simply know how to fight in a city, at least to some extent. Not to say that there isn't something to be said for invasion vs defense tactic variations, but the cause for these sorts of troops (their weapons and armor set) to be utilized more effective in urban attacks is going to be equally as possible to use in defense of the city, though they should not be allowed to upstage archer types who gain so many bonuses to city defense thanks to their abilities to snipe from rooftops, walls, windows, etc.

The thing is that Archery units already occupy the City Defence niche. Before this, there was no unit line with the City Attack niche, so I felt the Maceman could fill it.
 
If you pull up on a city, knowing it going to be primarily defended by strong city defense archers, you can easily adapt your army to that by making city attack, anti archer units. But if you encounter both super strong city defending archers and strong city defending melee units, you have a problem. Because you can't prepare one troop for both very effectively and the troop used to defend is determined by the nature of the attacker. It would make cities a bit more protectable. And keep in mind I'm not saying to upstage archers on that either, by no means.

Think about it like this: Its tough to walk down a street when you have archers raining arrows down on you so you have to invade the buildings in which they are holding their positions so your troops can get down the street. But once you get your heavily armed troops inside the archer's buildings, you face trained units of soldiers wielding close-quarters combat arms guarding the stairwells. Ouch. I hope we brought our catapults so we could turn those defensive positions to rubble from a distance.
 
Yeah, I keep forgetting about the whole "planning for the nomads" aspect. :mischief:

I also changed the Culture units as you requested. Also take note that the new Stone Maceman, Maceman, and Flailman all have +25% City Attack, as suggested by Thunderbrd, I thought that differentiated them a bit more into their all-around combat niche.

You don't think it will take away from the Swordsmen line which are focused on City Attack?

The thing is that Archery units already occupy the City Defence niche. Before this, there was no unit line with the City Attack niche, so I felt the Maceman could fill it.

Again what about the swordsmen? If you are going to have the Macemen have city Attack it should be less than the Swordsmen linage.
 
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