ls612's C2C Units

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.
 
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!
 
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.

Ok, so long as we try to limit it to Cultures I think I'll be fine with it.

@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!

I did that purposfully, it has to do with my unit upgrade philosophy for the TH era. Rapid manufacturing and assembly allows units to be easily retooled on upgrade, so for instance the Hover Arty could have legs easily fabricated and attached and the hover engines switched out. Gameplay-wise, it allows more strategic flexibility, as you can have hover artillery, then upgrade them to Walker Arty if that makes more strategic sense to have those at that point. Please let me implement this upgrade scheme, it is leading into something else I'm planning for the Galactic Era.
 
@Hydro:

Well, part 1 of my implementation for the TH era is in. This includes Mechs and Infantry. I'll go to work on the Tanks tomorrow.

Basically, now things have multiple upgrade paths for the "next tier" of units. For instance, the Assault Droid can now upgrade to the Assault Mech (more direct-combat) or the Siege Droid (more city attack and collateral damage). This has been repeated in many places, the changes are too numerous for me to remember now, but you can see the results in the Pedia.

The end units now are the Sentinel, Hi-Tech Robot, and Siege Droid, all of which have nothing more powerful than they are.

I also need a Tesla-type Mech for the Tesla Infantry to upgrade to, currently it is a dead-end as there is nothing good for it to upgrade to.
 
Tesla Mech? I was planning to have to Infantry stay as infantry.

Tesla Infantry -> ? Infantry -> Phaser Infantry -> Anti-Matter Infantry -> 4D Infantry

Possibly with other upgrades in between.

it might also be nice to have some sort of infantry branch off such as ...

? Infantry -> Power Armored Infantry -> ? Mech
 
it might also be nice to have some sort of infantry branch off such as ...

? Infantry -> Power Armored Infantry -> ? Mech

I did infact include that, it goes Modern Infantry -> Power Armored Infantry -> AP Mech -> Assault Mech OR Walker Mech -> Hi-Tech Robot OR Siege Droid as one of the options.
 
@ls612

Please add ...

-----

Medivac Dropship
Graphic: (See Attachment)
Icon: (See Attachment)
Type: Health Care
Strength: 120
Movement: 7
Cost: 1300
Req Tech: Skyroads AND Warmachines AND Military Robotics AND Regenerative Medicine
Req Resource: Smart Medicine AND (Oil Products OR Biofuel)
Req Building: Hospital
Upgrades To: -

Special Abilities
  • Can Only Defend
  • Ignores Terrain movement Costs
  • Can withdraw from Combat (30% Chance)
  • Can Perform Paradrops (Range = 20)
  • Costs 10 :gold: Per Turn
  • Stats with Heal, Medical Cures, Medic I, Medic II, Medic III

-----

Please add/change ...

Modern Medivac Helicopter
Upgrades To: Medivac Dropship
Req Resource: Oil Products OR Biofuel
- Can withdraw from Combat (30% Chance)

Medivac Helicopter
Req Resource: Oil Products OR Biofuel
- Can withdraw from Combat (25% Chance)

Note that the adding of a withdraw chance makes them equal to their Gunship counterparts. Thus making them as maneuverable as the gunships but not the attack of one.

Thanks! :goodjob:
 
@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.
 
@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.
 
@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.

1. What do you mean? All you put is ...

Code:
<BonusType>BONUS_SMART_MEDICINE</BonusType>
<PrereqBonuses>
<BonusType>BONUS_DIESEL</BonusType>
<BonusType>BONUS_BIOFUEL</BonusType>
</PrereqBonuses>

The old code still works he said.

2. Well the Dropship said it required Oil Products so I just had the Medivac Dropship do the same. What are they running on for fuel then? I though skyroads were pre-fusion.
 
@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.

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! :goodjob:

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.
 
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.

Seconded
 
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.

The Sentinel is the most powerful unit in the game atm, with the exception of the Hitech Robot and some Dreadnaught unit. It should be at the end of something (for now at least), and the name sentinel implies watching and protecting, so that's how it became the city defense unit.

@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! :goodjob:

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)

I know about the Dolphin Mech and the Walker Arty, but SO said he wants any new units added to have animations, so I'm waiting on those for now. I also misread the Dropship, in my head I switched the Techs and Bonuses line, sorry.:crazyeye:
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 agree, now it is 8%/10%/10% on the SVN, I can adjust it further later if it still remains a problem.
 
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