ls612's C2C Units

HUH, I was just going to say about increasing them alot more!! On a gigantic map i only see about 10 total??

I really dont think Neanderthals are responsible for early civ deaths. Currently they are VERY low thread low as far as I have seen. What would be useful would be AI logs from games in which people have seen early civ deaths so we can look at what killed them. Turning AI logging on (BUG screen, logging tab) to level 3 (BBAI log) and then posting (ZIPd) the BBAI.log from your logs folder should allow us to see what happened I think (if it doesn'ty quite have enough info now it's easily added)
 
I really dont think Neanderthals are responsible for early civ deaths. Currently they are VERY low thread low as far as I have seen. What would be useful would be AI logs from games in which people have seen early civ deaths so we can look at what killed them. Turning AI logging on (BUG screen, logging tab) to level 3 (BBAI log) and then posting (ZIPd) the BBAI.log from your logs folder should allow us to see what happened I think (if it doesn'ty quite have enough info now it's easily added)

Now that sounds like a good plan, so MODDERS and HELPERS, can we please once and for all try to get this done by providing this INFO to Koshling, even though i know he is swamped with the Multi-Maps currently. Thx in-advance for trying to help out everyone!!:clap:
 
I really dont think Neanderthals are responsible for early civ deaths. Currently they are VERY low thread low as far as I have seen. What would be useful would be AI logs from games in which people have seen early civ deaths so we can look at what killed them. Turning AI logging on (BUG screen, logging tab) to level 3 (BBAI log) and then posting (ZIPd) the BBAI.log from your logs folder should allow us to see what happened I think (if it doesn'ty quite have enough info now it's easily added)

This is all anecdotal, as it happened a couple months ago and I don't have the logs anymore, but I saw with one of my scout units back in V22 time an AI get destroyed in the Prehistoric Era. He had three units in the city, and a nearby AI sent seven units; 3 Stone Axemen, 3 Slingers, and a Hand Ram, which destroyed his defenders and ended that civ. By the time things were all said and done on that game only 6 out of the original 12 AIs were left on that map.
 
Except city guard line aren't guarding a city any more they are a city watch (police) line. Not that it matters.

I always said that the City Guard line should be immobile. Also don't you find it strange that a unit that is supposed to be about city defense does not get the city defense promotions?

I don't think they should be immobile. But we're definitely going to be doing something about the city defense promos!

I'm thinking the whole line should be its own unitcombat - crimefighter or something like that. As they go through various upgrades, their promo access changes drastically and dramatically and some steps are more beneficial than others in that dept. This should be streamlined into one unitcombat type. I'm thinking some more to make them anti-crime units as well, but that's contingent on implementing some new ideas for the crime units first...
 
Well the last game I played, before restarting because a lot of civs died at the start, was when I went to world builder I saw other civs owned their cities, so perhaps it is they are killing each other if they are too close with the minor civ option (It was a prince level game)
 
I don't think they should be immobile. But we're definitely going to be doing something about the city defense promos!

I'm thinking the whole line should be its own unitcombat - crimefighter or something like that. As they go through various upgrades, their promo access changes drastically and dramatically and some steps are more beneficial than others in that dept. This should be streamlined into one unitcombat type. I'm thinking some more to make them anti-crime units as well, but that's contingent on implementing some new ideas for the crime units first...

Aren't those anti-crime/town defense units already in, I think starting from town watch and upgrading to police car eventually.
 
@ls612

Could you move the "Submerged Town Platform" unit to "Marine Architecture" tech before you go? Thanks! :goodjob:

If you want it done now you'll have to do it yourself, I am far away from my modding computer at this point and won't as I said be back until next weekend.
 
I don't think they should be immobile.

But a problem is that if they are not immobile that will be moved out of the city and wont do what they are designed for. They should never be outside a city, unless they are moving directly to another city. Perhaps they need very bad terrain defense attack modifiers. They are not combat troops but city guards, they should only be part of war when war comes to their city.
 
This is something that should then be addressed in creating a new unitAI definition for these units in the dll rather than limiting the players ability to move them as well. I'd be very frustrated with that because I tend to pump out troops from limited locations and then move them to where they need to go and that would disable my ability to do it with those units. I definitely feel the ai needs a bit of training with these kinds of units, now more than ever. When I work on the animal ai's I may be able to address this then.

Aren't those anti-crime/town defense units already in, I think starting from town watch and upgrading to police car eventually.
Yes but they aren't currently unified under their own unitcombat class, which would make them a wholly unique type of unit, differentiated from melee, gunpowder, etc... In some ways, it would be problematic to give them their own combat class as there isn't currently any promotions to counter them and they would thus be immune from any anti-melee, anti-gunpowder effects, etc, which would immediately overpower them. But we could resolve that by giving anti-melee and anti-gunpowder promos a minor anti-crimefighter effect as well. I wouldn't make them just as strong though, otherwise you'll get units maxed out in anti-gunpowder AND anti-melee being waaaaay too strong against the crimefighters. A mere +10% vs Crimefighter units on Shock and Pinch promos should do the trick. It'd also make these units all the better at city defense in general.
 
I think you guys are still missing the point I'm trying to make. The new unit would be non-buildable, but spawned when you found your first city. It will be immobile, and won't upgrade, thus making their only use keeping pre-Tribalism civs alive. I'll make this unit when I get back so you can see what I mean.
 
is it possible to add model from mod of other games that use the Gamebryo game engine?
.kfm and .nif
http://en.wikipedia.org/wiki/Gamebryo

Yes, that's how we got all those Zoo Tycoon 2 animals into the game. They were already in NIF from.

The main limitation is who has access to other game's models and would the models be of use to us.
 
Yes, that's how we got all those Zoo Tycoon 2 animals into the game. They were already in NIF from.

The main limitation is who has access to other game's models and would the models be of use to us.

ill be looking some up on google sketchup then..
 
@Hydro:

Now that I'm back do you have anything new for me to make?

Yes, and I will post them soon but first some older units that were never made ...

1. Lunar Rover (now that we have Lunar Terrain)

2. Urban Crossbowman

3. Autogyro (and custom graphic I made)

4. Also is it possible to have "Flank Attack vs Siege Units" rather "Flank Attack vs Catapult, Trebuchet, Bombard, Heavy Cannon"? Because if its possible to have the entire group when I would like all Mounted/Wheeled/Helicopter units that have Flank Attack vs specific units to have a general Flank Attack vs all siege units.

As always many thanks in advance! :goodjob:
 
Yes, and I will post them soon but first some older units that were never made ...

1. Lunar Rover (now that we have Lunar Terrain)

2. Urban Crossbowman

3. Autogyro (and custom graphic I made)

4. Also is it possible to have "Flank Attack vs Siege Units" rather "Flank Attack vs Catapult, Trebuchet, Bombard, Heavy Cannon"? Because if its possible to have the entire group when I would like all Mounted/Wheeled/Helicopter units that have Flank Attack vs specific units to have a general Flank Attack vs all siege units.

As always many thanks in advance! :goodjob:

1, 2, 3. I'll get to those tomorrow.

4. It may be possible with the Expression System, but not in it's current form.
 
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