ls612's C2C Units

@ls612 Do I have your permission to make changes to the combat worker line so I can change features into resources?

Also how do these combat workers fit into the worker line? It seems strange the way it is at the moment. Perhaps if they were limited to the militristic trait or civics?
 
@ls612 Do I have your permission to make changes to the combat worker line so I can change features into resources?

Also how do these combat workers fit into the worker line? It seems strange the way it is at the moment. Perhaps if they were limited to the militristic trait or civics?

I was just going to comment on those Combat_Workers, they are not doing ANY working, just serving as Melee Units??:sad:
 
SO: What do you mean? Are you referring to the AI's use of them or are you finding they don't have work options?

We probably should work out a unitclassai for them in the dll if they are to be effective for the AI players (though putting them on the standard worker ai as their primary ai setting should still allow them to be somewhat beneficial for now.) I'd imagine, from what I'm reading about them, that their 'best use' is to be sent into more dangerous areas where work needs to be done. I'm personally not quite sure how that could be evaluated effectively in the coding but this kind of unit ai work is more Koshling and AIAndy territories... they may have some ideas as to how to accomplish that.
 
SO: What do you mean? Are you referring to the AI's use of them or are you finding they don't have work options?

NO. They are just standing there, cant really tell if they are working or not.

You have the art in the Armed Worker area, and C2C already has these in the units area, so NO need for duplications.

Also you have in the Combat Engineer the same, its already in the units area.

I am trying to figure out if you want the worker KFM in there or the Pikeman like it is now, because the pikeman is for Melee and the worker should be for a worker type, i am trying different things around, but pls give me time, i am pretty darn busy keeping up with all this right now, ok, thx in advance, otherwise nice job.
 
NO. They are just standing there, cant really tell if they are working or not.

You have the art in the Armed Worker area, and C2C already has these in the units area, so NO need for duplications.

Also you have in the Combat Engineer the same, its already in the units area.

I am trying to figure out if you want the worker KFM in there or the Pikeman like it is now, because the pikeman is for Melee and the worker should be for a worker type, i am trying different things around, but pls give me time, i am pretty darn busy keeping up with all this right now, ok, thx in advance, otherwise nice job.

That would probably be because they have no worker animations. They will still do work, but they will just stand still. That was what I was originally concerned about when I was looking for art for the Armed Workers, was that they had combat animations AND work animations. They should be doing the work, it won't show up visually though.:(

I don't know how the AI will use these units, although I bet it is probably not anything approaching effectively.:rolleyes: Koshling might want to have a look at that.

I didn't know about the art in the core, you can go ahead and delete any duplicates.

@DH: Sure, go ahead and change everything to account for the new features.
 
@ls612 Do I have your permission to make changes to the combat worker line so I can change features into resources?

I didn't know about the art in the core, you can go ahead and delete any duplicates.

@DH: Sure, go ahead and change everything to account for the new features.

@ DH
let me know when your going to do this, because i have to change almost all of the unitArtdefines on these.
 
@ DH
let me know when your going to do this, because i have to change almost all of the unitArtdefines on these.

I will just be changing the unitinfos file builds section. If you aren't touching the unit infos file then we don't conflict. I am testing the new female missionaries and some changes to solar panels atm. then I need to make sure I am working on the latest units.
 
I will just be changing the unitinfos file builds section. If you aren't touching the unit infos file then we don't conflict. I am testing the new female missionaries and some changes to solar panels atm. then I need to make sure I am working on the latest units.

OK got it, thx for explaining.;)
 
@Hydro: I think that I'm going to add an Ornithopter type unit into the Steampunk alt-timeline, using the g8 graphics from Fictionalization mod. Would you be willing to add an Ornithopter Hanger building to the Steampunk module for this? Thanks in advance.:goodjob:
 
@Hydro: I think that I'm going to add an Ornithopter type unit into the Steampunk alt-timeline, using the g8 graphics from Fictionalization mod. Would you be willing to add an Ornithopter Hanger building to the Steampunk module for this? Thanks in advance.:goodjob:

Does that Gyrocopper work thats in Fury Road?
 
@ls612

1. I like your Avatar. Is that the Sacred Band button?

2. Yeah. I am am not likening the new Combat Workers. I think we should just stick to normal workers and keep the combat to the real combat units.

3. Hold off on the Ornithopter. And if it was added it would either be in the Clockpunk for Da Venci tech or in the Dieselpunk for the flapping aircraft. And I assume you mean the Ornithopter from Dune Wars right?

Does that Gyrocopper work thats in Fury Road?

I don't see one. All I see is a normal helicopter and a hang glider. Do you have a screenshot?
 
@ls612

1. I like your Avatar. Is that the Sacred Band button?

2. Yeah. I am am not likening the new Combat Workers. I think we should just stick to normal workers and keep the combat to the real combat units.

3. Hold off on the Ornithopter. And if it was added it would either be in the Clockpunk for Da Venci tech or in the Dieselpunk for the flapping aircraft. And I assume you mean the Ornithopter from Dune Wars right?



I don't see one. All I see is a normal helicopter and a hang glider. Do you have a screenshot?

1. Yes it is. I found it sitting on my hard drive and thought it would be nice for an avatar.:)

2. Is it the balance of the new stuff you don't like, or the whole concept in general? At any rate, it is still a work in progress, and hopefully animations can be found for them and the AI can be made to understand them.

3. I think I said that I wanted to use the g8 graphics from fictionalization for the ornithopter. I could see it as clockpunk, but gameplay-wise I think that having one civ have fighters in the Rennaisance would be a bit OP, while giving it in mid-industrial would be much less so.
 
2. The concept no, but the implementation to the game itself I think is lacking. Its too bad normal units cannot just gain defense promotions or something.

3. The Clockpunk version would be more of a scout plane. I was thinking of trying to make a Da Venci looking one for the Clockpunk. I will have to check out the Fictionalization mod again to see if they are using the same model as Dune Wars.

4. How is my Da Venci Tank going? Is it converting ok or are there problems? I have never made a new model before so I am curious to see if it works ok.
 
2. The concept no, but the implementation to the game itself I think is lacking. Its too bad normal units cannot just gain defense promotions or something.

3. The Clockpunk version would be more of a scout plane. I was thinking of trying to make a Da Venci looking one for the Clockpunk. I will have to check out the Fictionalization mod again to see if they are using the same model as Dune Wars.

4. How is my Da Venci Tank going? Is it converting ok or are there problems?

2. Oh, that is intended atm. I didn't make any changes to the promotions, as I wanted to wait and see if we got any nonrepeatable crashes from the units. I can change the promotions and see what that does. Do you have any other ideas for balance changes?

3. OK, that seems reasonable.

4. I haven't started on it, today is Memorial Day (read, family time), and so I haven't been doing any modding today. I'll work on it tomorrow and see what happens.
 
2. Not at the moment. But give me a while I am sure I will come up with something. Just seems like we are trying to force a square block into a round hole.

EDIT: So I checked the Fictionalization mod and did not see the ornithopter. Either I have a version that's too old or there is not one in the mod. A Screenshot of what you are talking about would be good.
 
2. Not at the moment. But give me a while I am sure I will come up with something. Just seems like we are trying to force a square block into a round hole.

EDIT: So I checked the Fictionalization mod and did not see the ornithopter. Either I have a version that's too old or there is not one in the mod. A Screenshot of what you are talking about would be good.

It's art folder is not named the ornithopter, it is named simply "g8". It isn't perfect, but I could not find any other ornithopter models on CFC, only the Dune Wars one, which I was saving for something else. I could just use that though I suppose.
 
I myself am second guessing the Armored Worker also, since you put the worker with a str of 3, that works and looks the best for now. It will just interfere with the Militia Unit when you get Charity in the Medieval Era. IMO
 
It's art folder is not named the ornithopter, it is named simply "g8". It isn't perfect, but I could not find any other ornithopter models on CFC, only the Dune Wars one, which I was saving for something else. I could just use that though I suppose.

I opened it up and only see a Camel Biplane under the G8 folder. :confused:
 
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