ls612's C2C Units

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.

I agree, however it seems kind of weird to be at the end of those units. I am sure we can think up some other line, such as the unmanned drones or something.

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.

Well if SO wants it animated then he can animate himself. :p Otherwise he will just have to deal with what we got. Please add them. Since the animations are not coming any time soon (if ever).

I also misread the Dropship, in my head I switched the Techs and Bonuses line, sorry.:crazyeye:

Switched what? :confused:
 
I agree, however it seems kind of weird to be at the end of those units. I am sure we can think up some other line, such as the unmanned drones or something.



Well if SO wants it animated then he can animate himself. :p Otherwise he will just have to deal with what we got. Please add them. Since the animations are not coming any time soon (if ever).



Switched what? :confused:

1. Sure, but that's in my future plans. For now it only makes sense to make the Sentinel an 'ultimate' unit.

2. OK, I'll get around to it at some point.

3. Nevermind, it's not important anymore.
 
@ls612

And if your plate was not already filled with enough stuff here are some culture units for you ...

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Herero Rebel [ National Unit - Limit 15]
Graphic: (See Attachment)
Icon: (See Attachment)
Type: Recon
Strength: 26
Movement: 2
Cost: 230
Req Tech: Rifling AND Flintlock
Req Resource: Herero AND Iron
Upgrades To: Sniper

Special Abilities
  • Invisible to Most Units
  • Can see Camo Units
  • Hidden Nationality
  • Can Attack without Declaring War
  • Can Explore Rival Territory
  • +100% vs Gunpowder Units
  • +50% Savanna Attack

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Manchu Horse Archer [ National Unit - Limit 15]
Graphic: Here (Use the Horse Archer)
Icon: (See Attachment)
Type: Mounted
Strength: 8
Movement: 2
Cost: 65
Req Tech: Mounted Archery
Req Resource: Manchurian AND Horse
Req Building: Horse Trainer
Upgrades To: Cuirassier

Special Abilities
  • 1-2 First Strikes
  • Immune to First Strikes
  • Doesn't Receive Defensive Bonuses
  • Can Withdraw from Combat (20% Chance)
  • +25% Grassland Attack
  • +25% Plains Attack
  • +25% Desert Attack
  • -25% Forest Attack
  • -25%Jungle Attack
  • -25% Swamp Attack
  • +50% vs Catapult
  • +50% vs Trebuchet
  • Flank Attack vs Catapult, Trebuchet
  • Can Perform Ranged Attacks
  • Accuracy 60
  • Starts with Commando, Formation I, Formation II

Notes: Use Horse Archer as a Base.

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Many thanks in advance! :goodjob:
 
@ls612

Can you set all the Culture units to use "unitExceptionList" code to hide them on the unit upgrade tree like AIAndy talked about in the other thread? Please leave all the alternative timeline units (ex. War Mammoth, Zebra Calvary, Da Vinci Tank, etc).

Many thanks in advance!! :goodjob:

I can't do this because I don't know Python, but I can get through everything else soon.
 
Why not just remove the bombard bonus altogether, units like the siege tower are useless because they can't get this promotion and will never compete at bombarding. There is already a promotion that gives you a bonus to bombarding and probably should be nerfed as well. I mentioned a long time ago that all your new promotions were way too strong and should only come into the promotion tree much later. For instance the new mounted promotions should require all of the flanking promotions first and plus 1 combat, same with the melee and archer ones they should require you to fill out an entire promotion tree first. Either that or totally nerf your promotions because at the moment they are far far better than anything else available at that time.
 
@Hydro:

The texture for the Herero Rebel is broken, it is entirely cream-white! Other than that, everything is now working with the Medevac and the Manchu Horsearcher, which are now on the SVN.
 
Why not just remove the bombard bonus altogether, units like the siege tower are useless because they can't get this promotion and will never compete at bombarding. There is already a promotion that gives you a bonus to bombarding and probably should be nerfed as well. I mentioned a long time ago that all your new promotions were way too strong and should only come into the promotion tree much later. For instance the new mounted promotions should require all of the flanking promotions first and plus 1 combat, same with the melee and archer ones they should require you to fill out an entire promotion tree first. Either that or totally nerf your promotions because at the moment they are far far better than anything else available at that time.

I agree that the promo tree should be adjusted a bit to put those as farther off goals to strive for, requiring a rather high level unit with complex cross prerequisites to achieve. I definitely wouldn't nerf them, just make them harder to get.
 
I agree that the promo tree should be adjusted a bit to put those as farther off goals to strive for, requiring a rather high level unit with complex cross prerequisites to achieve. I definitely wouldn't nerf them, just make them harder to get.

So, I guess Combat IV and V will be getting new paths.:mischief:
 
Thanks alot! As I think I said in an earlier post, I love the promotions, but they just need to come way later. So you did the right thing imo. Would personally like you to reduce bombard further but meh guess just wait for further feedback.
 
Wow Tribal Guardians are tough with their 250% city bonus + 25% fortify! That's a 12 str unit in a time when the best regular unit there is is a 6 str. It took 2 highly promoted Bear riders to take him out just to get to the Atl-atl units backing him up. And I lost the best Bear rider and only barely kept the 2nd.

Taking a size 2 or bigger Barb city is no cakewalk now.

JosEPh
 
Sorry, I wrote that poorly. I meant that I would make Combat III, IV, and V a prereq for most of the new Promotions, as they were pretty powerful.

My changes are now on the SVN.

I'll have to see how it goes in my next playtest then before I can comment further ;)
 
Wow Tribal Guardians are tough with their 250% city bonus + 25% fortify! That's a 12 str unit in a time when the best regular unit there is is a 6 str. It took 2 highly promoted Bear riders to take him out just to get to the Atl-atl units backing him up. And I lost the best Bear rider and only barely kept the 2nd.

Taking a size 2 or bigger Barb city is no cakewalk now.
This sounds to me like something the AI would have problems handling, since they tend to suicide troops against defenders they can't beat. Are you seeing the AI taking over much less barb cities?
 
Wow Tribal Guardians are tough with their 250% city bonus + 25% fortify! That's a 12 str unit in a time when the best regular unit there is is a 6 str. It took 2 highly promoted Bear riders to take him out just to get to the Atl-atl units backing him up. And I lost the best Bear rider and only barely kept the 2nd.

Taking a size 2 or bigger Barb city is no cakewalk now.

JosEPh

What's a tribal guardian (I'v been a bit out of the loop)? If this is standard for all barb cities isn't strength 12 rather high? What era does it first appear in?
 
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