ls612's C2C Units

Added all four of Hydro's requests.

Hydro: The Early Medivac did not come with a button, so it shares the late medivac button for now. Could you please make a button for that as well as the Police Mech, which currently shares the Armored Soldier button? Thanks.

@Modders: I updated the OP, to clarify that I will take unit requests from all modders, not just Hydro. :) Feel free to post new units/changes to existing units here.
 
I think the copters should only have a cost of 5 per turn unless normal ones are more expensive.

Attached is a very quick and dirty Clockwork Golem for ClockPunk. It is completely unbalanced and is missing a button. Unfortunately I forgot where I got it. I think I just searched the units database.
 
I think the copters should only have a cost of 5 per turn unless normal ones are more expensive.

Attached is a very quick and dirty Clockwork Golem for ClockPunk. It is completely unbalanced and is missing a button. Unfortunately I forgot where I got it. I think I just searched the units database.

I believe I gave them an <iextracost> value of 5.

I'll look at the golem tomorrow.
 
Attached is a very quick and dirty Clockwork Golem for ClockPunk. It is completely unbalanced and is missing a button. Unfortunately I forgot where I got it. I think I just searched the units database.

I had that in mind but have been waiting to build all the Clockpunk stuff until after the update. Need to have it require Clockpunk resource at the very least. Infact I have stuff set up for all the "punks" but through I would spread them out for one per C2C update. C2C v21 had Steampunk, and C2C v22 shall have Clockpunk (I hope).
 
@ls612

Now to bring back some old units that were taken out of RoM/AND. Luckily Affores left excellent documentation of his units. Note I tweaked it a little to fit better with C2C.

Armored Car
Graphic: (See Attachment)
Icon: (See Attachment)
Type: Wheeled Unit
Strength: 36
Movement: 2
Cost: 300
Req Tech: Armored Vehicles AND Motorized Transportation
Req Resource: Automobile AND (Oil Products OR Biodiesel)
Upgrades To: Humvee, BTR80

Special Abilities
  • Can Withdraw from Combat (10% Chance)
  • -75% Jungle Attack
  • -50% Forest Attack
  • +25% vs Machine Gun
  • -25% vs Tracked Units
  • Flank Attack Against Catapult, Trebuchet, Bombard, Heavy Cannon, Light Artillery, Artillery
  • Cost +1:gold: Per Turn

Notes: Use Humvee as a Base.

Here is some helpful Artdefine info pulled from old RoM/AND

Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_ARMORED_CAR</Type>
			<Button>Art/Interface/Buttons/MWUnits/RollsRoyce.dds</Button>
			<fScale>0.40</fScale>
			<fInterfaceScale>1.2</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Art/Units/RollsRoyce/RollsRoyce.nif</NIF>
			<KFM>Art/Units/RollsRoyce/RollsRoyce.kfm</KFM>
			<SHADERNIF>Art/Units/RollsRoyce/RollsRoyce.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/TankShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<iDamageStates>4</iDamageStates>
			<TrailDefinition>
				<Texture>Art/Shared/tanktread.dds</Texture>
				<fWidth>1.0</fWidth>
				<fLength>180.0</fLength>
				<fTaper>0.0</fTaper>
				<fFadeStartTime>0.2</fFadeStartTime>
				<fFadeFalloff>0.35</fFadeFalloff>
			</TrailDefinition>
			<fBattleDistance>0.5</fBattleDistance>
			<fRangedDeathTime>0.12</fRangedDeathTime>
			<bActAsRanged>1</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop>LOOPSTEP_TANK</AudioRunTypeLoop>
				<AudioRunTypeEnd>ENDSTEP_TANK</AudioRunTypeEnd>
			</AudioRunSounds>
			<SelectionSound>AS3D_UN_TANK_FORT</SelectionSound>
			<ActionSound>AS3D_UN_TANK_FORT</ActionSound>
		</UnitArtInfo>

Thanks and good luck!
 
I have been looking at the upgrades on infantry and something seems weird. Everything seems to upgrade to the Mechanized Infantry but then can become a Tesla Infantry. Thus going from a human to a machine and then back.

There is also a big gap between Machine Gun (STR 30) and Mechanized Infantry (STR 70) where there should be some unit. Just seems like a long time to have Machine Guns not upgrade into something.

Also the Flamethrower has no upgrade and probably should. Meanwhile the Marines are off on their own section which I would think should connect somewhere with the Infantry.

Same goes for Special Forces and Genetic Soldiers and Automitons.

Seems like the human type units could got together better and have the wheeled units be in their own branch.
 
Also the Flamethrower has no upgrade and probably should.

Here is a Heavy Flamethrower, and some extra ones, i have alot more vehicle type and cultural ones also.
 
@strategyonly

Interesting> I just update the SVN with the following ...

Guerrilla -> Modern Sniper

Flamethrower -> Mechanized Infantry

However I would not mid putting some sort of "Heavy Flamethrower" later.

Do you have any Machine Gun units? Like a some sort of Elephant Gun or Modern Machine Gun unit?

Honestly I think there should be a better Infantry unit than the Mechanized Infantry that the Modern Infantry can upgrade to and in turn have that upgrade into say the Tesla Infantry and/or Special Infantry.

I also need to plan out the units after the Tesla Infantry things like ...

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

Heck we may need some new unit categories for those. Especially the 4D Infantry.

I should look to things like Starcraft or Space/sci-fi mods.

I also would like to get a Medevac Dropship or something made for after the Modern Medevac Helicopter. Or maybe buffer it with 1 or 2 more units between.
 
Here is a Heavy Flamethrower, and some extra ones, i have alot more vehicle type and cultural ones also.

Nice model, but what's the poly count? We really should not be making things TOO detailed or the graphics will start to cause MAFs.
 
Thanks ls612 for doing all these. I think its time I make a TODO list so I don't forget units that need to be done ...

General Units
- Gyrocopter/Autogyro (Needs a Model)
- Maceman (and rename the Maceman to Flailman)
- Hovercraft
- Transport Helicopter
- Petard
- Suicide Bomber
- Suitcase Nuke Bomber
- UN Units

Future Units
- Medevac Dropship
- Battlestar
- Colony Ship
- Phaser Infantry
- Anti-Matter Infantry
- 4D Infantry
- Phaser Hovertank
- Anti-Matter Hovertank
- Space Freighter
- Space Marine ?
- Probes
- Rovers
- Starfighters
- Cloak Ships
- Starbases
- Terraformer
- Plus much more ...

Culture Units
- ? (Masai Unit)
- ? (Minoan Unit)
- ? (Moroccan Unit)
- ? (Phonecaian Unit)
- ? (Swahili Unit)
- ? (Turkmen Unit)
- ? (Urghur nit)
- Vietcong (Vietnamese Unit)
- ? (Ainu Unit)
- Sepoy (Bengali Unit)
- ? (Fulani Unit)
- ? (Herero Unit)
- ? (Luba Unit)
- ? (Merina Unit)
- Chakram (Mughal Unit)
- ? (Mutapa Unit)
- Gurkha (Nepalese Unit)
- Rajput (Pakistani Unit)
- ? (Somali Unit)
- ? (Swazi Unit)
- ? (Tamil Unit)
- ? (Tuareg Unit)
- Highlander (Scottish Unit)
- Manchurian Horseman (Manchurian Unit)

Alternate Timelines
- Eagle Rider
- Clockwork Golem
- Clockpunk Glider
- Clockwork Armored Cart
- Polybolos
- Ornithopter
- Cloud Destroyer
- War Train
- Aerogyro
- Neoraptor
- Chimera
- Netrunner
- Cyberpunk Police
- Cyberpunk Raider
- Floating Fortress
- Tsar Tank
- Railroad Artillery
- Post Apocalypse Calvary
- Post Apocalypse Crossbowman
- Post Apocalypse Raiders
- Post Apocalypse Bounty Hunters
- Post Apocalypse Machine Gun
- Post Apocalypse Melee

I am sure I forgot a bunch but you get the idea. I will try to post the stats for them soon.
 
@ls612

Here are some more units for ya. Please don't forget about the Lunar Rover, Hussar and Winged Calvary.

-----

Kuhorsehockye Archer
Graphic: WoL (Use the Kuhorsehockye)
Icon: (Use the Icon it comes with it)
Type: Archery
Strength: 6
Movement: 1
Cost: 25
Req Tech: Archery
Req Resource: Nubian
Upgrades To: Longbowman, Light Crossbowman

Special Abilities
  • 1 First Strike
  • +10% City Attack
  • +60% City Defense
  • +25% Hill Defense
  • +25% vs Javelineer
  • Can Perform Ranged Attacks
  • Accuracy 50

Notes: Use Archer as a Base.

-----

Benin War Bow
Graphic: WoL (Use the Leve Archer)
Icon: (Use the Icon it comes with it)
Type: Archery
Strength: 8
Movement: 1
Cost: 65
Req Tech: Archery, Feudalism
Req Resource: Benin
Upgrades To: Arquebusier

Special Abilities
  • 1 First Strike
  • +25% City Defense
  • +25% Hill Defense
  • +25% vs Melee Units
  • Can Perform Ranged Attacks
  • Accuracy 60

Notes: Use Longbowman as a Base.

-----

Pombos
Graphic: Here
Icon: ?
Type: Melee
Strength: 5
Movement: 2
Cost: 35
Req Tech: Warfare
Req Resource: Kongolese
Upgrades To: Pikeman

Special Abilities
  • 25% Jungle Attack
  • 25% Jungle Defense
  • 50% vs Wild Animals
  • 50% vs Mounted Units
  • Builds 15% Faster with Copper
  • Builds 15% Faster with Iron

Notes: Use Spearman as a Base.

-----

Pygmy Warrior
Graphic: Here (Use the Warrior. Also scale the unit to half its normal size.)
Icon: ?
Type: Melee
Strength: 2
Movement: 1
Cost: 5
Req Tech: Scavenging
Req Resource: Aka
Upgrades To: Stone Axeman, Stone Spearman

Special Abilities
  • +25% vs Melee Units
  • +25% Jungle Defense
  • +25% Jungle Attack

Notes: Use Clubman as a Base.

-----

Savanna Calvary
Graphic: WoL (Use the Savanna Calvary)
Icon: (Use the Icon it comes with it)
Type: Mounted
Strength: 8
Movement: 2
Cost: 65
Req Tech: Stirrup
Req Resource: Hausa AND (Copper OR Iron OR Obsidian)
Req Building: Horse Trainer
Upgrades To: Mailed Knight

Special Abilities
  • Immune to First Strikes
  • Doesn't Receive Defensive Bonuses
  • Can Withdraw from Combat (15% Chance)
  • -25% City Attack
  • +50% Savanna Attack
  • +25% Grassland Attack
  • +25% Plains Attack
  • +25% Desert Attack
  • -25% Jungle Attack
  • -25% Forest Attack
  • -25% Swamp Attack
  • +25% vs Spearmen
  • +25% vs Archery Units
  • +50% vs Melee Units
  • Flank Against Archer, Longbowman, Crosbowman
  • Starts with Commando, Flanking I, Flanking II and Blitz

Notes: Use Light Calvary as a Base.

----

Mandekalu Horsemen
Graphic: Here
Icon: ?
Type: Mounted
Strength: 9
Movement: 2
Cost: 65
Req Tech: Stirrup
Req Resource: Malinese AND (Copper OR Iron OR Obsidian)
Req Building: Horse Trainer
Upgrades To: Mailed Knight

Special Abilities
  • Immune to First Strikes
  • Doesn't Receive Defensive Bonuses
  • Can Withdraw from Combat (15% Chance)
  • -25% City Attack
  • +25% Grassland Attack
  • +25% Plains Attack
  • +25% Desert Attack
  • -25% Jungle Attack
  • -25% Forest Attack
  • -25% Swamp Attack
  • +25% vs Spearmen
  • +25% vs Archery Units
  • +50% vs Melee Units
  • Flank Against Archer, Longbowman, Crosbowman
  • Starts with Commando, Flanking I, Flanking II and Poison Tips

Notes: Use Light Calvary as a Base.

----

Thanks and good luck! :goodjob:
 
Thanks for all the new unit requests, unfortunately I will not be able to make them until the weekend due to RL committments.

I can not figure out what is wrong with the Winged Cavalry or the Hussar, I'm posting what I have now for someone smarter than me to see if they can figure out.

Thanks for your kind words.
 
Thanks for all the new unit requests, unfortunately I will not be able to make them until the weekend due to RL committments.

I can not figure out what is wrong with the Winged Cavalry or the Hussar, I'm posting what I have now for someone smarter than me to see if they can figure out.

Thanks for your kind words.

Ok, i got the Hussar corrected, all you did was put in the wrong kfm, thats a very touchy area with units.

You had Calvary, should be:

<KFM>Art/Units/Unique/Russia/Cossack/RussianCossack.kfm</KFM>

as you can see cav pic 1 sideways:sad:

Cossack correct pic 2:)

The winged one is a CTD will have to look more into it.

EDIT: For some reason the winged cav is not working correctly, might be a bad nif.

But i have an old hussar i used to have looks like below: It used to work perfectly.
 
Ok, i got the Hussar corrected, all you did was put in the wrong kfm, thats a very touchy area with units.

You had Calvary, should be:

<KFM>Art/Units/Unique/Russia/Cossack/RussianCossack.kfm</KFM>

as you can see cav pic 1 sideways:sad:

Cossack correct pic 2:)

The winged one is a CTD will have to look more into it.

EDIT: For some reason the winged cav is not working correctly, might be a bad nif.

But i have an old hussar i used to have looks like below: It used to work perfectly.

Ah, thanks. Could you please post the new nif for the Winged Cav for me? Good work btw.
 
Ah, thanks. Could you please post the new nif for the Winged Cav for me? Good work btw.

Its not the xml, like i said i believe its the art, so i am sending you "my" copy of a different one, try this one, i dont have the time right now, sorry.
 
Its not the xml, like i said i believe its the art, so i am sending you "my" copy of a different one, try this one, i dont have the time right now, sorry.

Thx for getting the Hussar to work, but the Winged Cav still CTDs on me, with your new gfx.:confused: I'm sorry to bother, but this is annoying me to no end. Files attached.
 
Sorry to doublepost, but;

@Hydro: I need buttons for the Pygmy, the Pombos, and the Mandekalu Horseman. Thanks in advance.

@strategyonly: Have you made any progress on my problems with the Winged Cav? I looked again at the XML and it all seems to be fine, but it still causes a crash on load.:confused:

EDIT: SO, nevermind me, I named the artdefines Winged_CIV4ArtDefines_Units, instead of Winged_CIV4ArtDefines_Unit, so it was an incredibly stupid mistake :blush:.
 
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