Hydromancerx
C2C Modder
Yes I do. However this is the culture unit for Sentient/Sapient dolphins of the future.
Yes I do. However this is the culture unit for Sentient/Sapient dolphins of the future.
Uh what?! I dislike that idea significantly. I have considerable latitude on what I'm willing to include in te future, but I want things to stay human-centric throughout, so I'd veto things like a sentient dolphin culture. The unit looks OK though, it just needs refluffing.
The Species Uplifting tech was made with this in mind. Even the tech icon has a sapient dolphin (the graphic was taken from the movie Johnny Mnemonic). Note this tech was pre-MrAzure. And I intended to add uplifted species to the culture wonders (along with future human sub-races). Note that I have heard there is even a "Uplift" book series involving this topic.
If we can make machines become sentient then making a highly intelligent species like a dolphin or ape should not be hard. Note that I did not think I could make the unit back when so its a big bonus that I was able to get one made (before I though of just using the normal dolphin model).
Please add this unit. This is just one of the many cultures that are in the future, and of which don't have to be human (could have androids, cyborgs, mutants, etc). Note this is even without having to resort to aliens.
@ls612
Could you add the Walker Artillery and have the NLOS Cannon Upgrade to it? However I do not think the NLOS Cannon should upgrade to the Levitation Artillery. Thus it will be a splitting line ...
Line 1 (Speedy with Less Power)
Mobile Artillery -> Rocket Artillery -> Hover Artillery -> Levitation Artillery
Line 2 (Slower with More Power)
Mobile Artillery -> Rocket Artillery -> NLOS Cannon -> Walker Artillery
Thanks!
it might also be nice to have some sort of infantry branch off such as ...
? Infantry -> Power Armored Infantry -> ? Mech
@Hydro: Two things about the above units
1. I can't make the Medivac Dropship until AIAndy actually makes the TrainCondition tag for Expressions in the code. Once that is in it should work.
2. The Medivac Dropship should not need Oil products or Biofuel, as it has Skyroads as a tech prereq, which is the precursor to antigravity.
<BonusType>BONUS_SMART_MEDICINE</BonusType>
<PrereqBonuses>
<BonusType>BONUS_DIESEL</BonusType>
<BonusType>BONUS_BIOFUEL</BonusType>
</PrereqBonuses>
@Hydro:
I have rebalanced all of the Mechs and Infantry for the Transhuman Era. Now they should all be standardized in their costs in relation to their power. There are three main lines now.
AP Mech -> Assault Mech: This is the general combat line, good at everything but have no real strengths.
Walker Droid -> Walker Mech -> Sentinel: This is the city defense line, with +city defense percentages and immunity to collateral damage from artillery, mechs, and robots.
Assault Droid ->Siege Droid: This is the General Attack line, causing collateral damage (not as much as arty though) and having +city attack percentages. They also ignore building defense.
Other things have also been changed. The Scout mech is now actually a scout, coming with Sentry I and II to have immense LOS and moving at a 5. It only has a strength of 90 though. Infantry upgrade lines have been reworked (again) so as to be more sensible. There are many other minor changes, I can't remember them all.
Hey ls612 you did the Seige Engineering Promotion on seige weapons didn't you? This promotion is way too powerful.
Catapult for example has inherent 8% bombard, Seige Engineering I +15%, Seige Engineering II +20%, Seige Engineering III +25% = 68% Bombard each turn, So two catapults with these promotions (which aren't that hard to get if you got gg's in your city) can bombard pretty much any city defence to +0% in 1 turn. Defeats the purpose of even having city defences.
As a side note buildings such as pit traps and the like have become useless because players don't need to 'seige' a city. You don't need to camp out from of the city and slowly bombard it down, it can all be done in 1 turn.
I think bombard should be way lower, like +2%, +5%, +9% respectively, even this is too much when you think about it.
I am not sure if the Sentinel should be at the end of that line. I think it should probably be on another line.
Also the tech tree has so many connections that it crashes my computer when I try to load it in civpedia.
@ls612
Please don't forget ...
- Urban Crossbowman
- Walker Artillery
- Dolphin Mech
- Medivac Dropship
Don't want them to get buried in the thread and forgotten.
Thanks!
EDIT: Also ...
Armored Infantry
Req Resouces: (Aluminum OR Titanium OR Nanotubes)
Modern Medivac Helicopter
- Can withdraw from Combat (30% Chance)
Medivac Helicopter
- Can withdraw from Combat (25% Chance)
Hey ls612 you did the Seige Engineering Promotion on seige weapons didn't you? This promotion is way too powerful.
Catapult for example has inherent 8% bombard, Seige Engineering I +15%, Seige Engineering II +20%, Seige Engineering III +25% = 68% Bombard each turn, So two catapults with these promotions (which aren't that hard to get if you got gg's in your city) can bombard pretty much any city defence to +0% in 1 turn. Defeats the purpose of even having city defences.
As a side note buildings such as pit traps and the like have become useless because players don't need to 'seige' a city. You don't need to camp out from of the city and slowly bombard it down, it can all be done in 1 turn.
I think bombard should be way lower, like +2%, +5%, +9% respectively, even this is too much when you think about it.