ls612's C2C Units

The upgrade cost is almost directly proportional to the difference in the hammer costs of the units. And I have no plans to change the hammer cost of either unit.

Also, nice new avatar! Did you make it yourself?;)

1st part: I start singing, " it just keeps gettin' tougher all the time...." especially on the faster speeds.

2nd part> My youngest daughter and her soon to be bro-in-law made it for me. It was back in my MoOIII heydays as a player/Modder. I used to work for cable tv. The hat says Comcast, the t-shirt says Insight. Had to have workboots on of course, but they put me in a pair of red boxers with hearts on them. :p And finally any self respecting TBS (Turn Based Strategy) Warlord must have a shiny gold Axe! :lol:

JosEPh ;)
 
@ls612

Ok I made custom ones for them. Included are the graphic and icon/buttons for the Conservationist and Ecologist.

They use the Aussie Infantry model from here. But I re-textured the ecologist to be green.

Brown = Conservationist
Green = Ecologist

According to the file they use the Redcoat animations. Thus both units carry a shotgun even though they are not ment to be specifically gunpoweder units. I could always take the guns out but the animations would remain. Which would look odd with them shooting with nothing in their hands.

I wonder if you can give them worker animations instead. Is that even possible?
 
@Hydro:

I've done a lot of unit tweaks, changes and fixes, and here are some things you should know.

1. I've changed the way the Flamethrower works slightly. Now it has a penalty vs Tracked Units (tanks), and does Collateral Damage, meaning that it will kill Infantry rather well. I've also increased the flamethrower line strength to keep it useful.

2. I've increased the Sniper combat strength.

3. I tried fixing the Ecologist, but you said that they both use the Redcoat animations, and when i use those they look stiff and frozen, so maybe that's not right. At least they both display now though.

4. I fixed the Llamas as you asked.
 
3. I tried fixing the Ecologist, but you said that they both use the Redcoat animations, and when i use those they look stiff and frozen, so maybe that's not right. At least they both display now though.

I haven't looked yet, where do you have them and i'll take a gander at them. When they dont move or look the way you described, its always the kfm.
 
I haven't looked yet, where do you have them and i'll take a gander at them. When they dont move or look the way you described, its always the kfm.

They are in my Normalunits/IndustrialModern module. The explanation said they used Redcoat anims.
 
They are in my Normalunits/IndustrialModern module. The explanation said they used Redcoat anims.

From what i see, as the _128, its an Infantry, try that once for both.
 
@ls612

Here are some new culture units.

-----

Mambise
Graphic: Here
Icon: (Should be included)
Type: Mounted
Strength: 27
Movement: 2
Cost: 420
Req Tech: Steam Power AND Refiling AND Stirrup AND Calvary Tactics
Req Resource: Cuban AND Ammunition AND Firearms AND Horse
Req Building: Horse Trainer
Upgrades To: Trench Calvary

Special Abilities
  • Doesn't Receive Defense Bonuses
  • Can Withdraw from Combat (30% Chance)
  • +25% Grassland Attack
  • +25% Plains Attack
  • +25% Desert Attack
  • -25% Jungle Attack
  • -25% Forest Attack
  • -25% Swamp Attack
  • +50% vs Spearmen
  • +50% vs Pikemen
  • +50% vs Heavy Pikemen
  • +50% vs Cannons
  • +50% vs Animals
  • Flank Attack vs Catapult, Trebuchet, Bombard, Cannon
  • Starts with Commando, Forestry, Pinch I

Notes: Use Calvary as a Base.

-----

Boer Calvary
Graphic: Here
Icon: (Should be included)
Type: Mounted
Strength: 27
Movement: 2
Cost: 420
Req Tech: Steam Power AND Refiling AND Stirrup AND Calvary Tactics
Req Resource: South African AND Ammunition AND Firearms AND Horse
Req Building: Horse Trainer
Upgrades To: Trench Calvary

Special Abilities
  • Doesn't Receive Defense Bonuses
  • Can Withdraw from Combat (30% Chance)
  • +25% Grassland Attack
  • +25% Plains Attack
  • +25% Desert Attack
  • -25% Jungle Attack
  • -25% Forest Attack
  • -25% Swamp Attack
  • +50% vs Spearmen
  • +50% vs Pikemen
  • +50% vs Heavy Pikemen
  • +50% vs Cannons
  • +50% vs Animals
  • Flank Attack vs Catapult, Trebuchet, Bombard, Cannon
  • Starts with Commando, Fieldsman I, Combat I

Notes: Use Calvary as a Base.

-----

I will try to post more later.

Thanks in Advance! :goodjob:
 
@ls612

Here is another culture units.

-----

Rapanui Worker
Graphic: (See Attachment)
Icon: (See Attachment)
Type: Mounted
Strength: 0
Movement: 2
Cost: 60
Req Tech: Megalith Construction
Req Resource: Rapa Nui
Req Building: -
Upgrades To: Industrial Era Worker

Special Abilities
  • This Unit is Tradable
  • Can Do Anything a Worker Can
  • Can Be Captured
  • Work Rate 200

Notes: Use Worker as a Base.

-----

Thanks in Advance! :goodjob:
 
@Hydro:

I'll won't be able to do these three until the weekend, but if you have more feel free to post them, as next week I'll have lots of C2C time.

Also, what is so special about the Rapa Nui worker? It looks a lot like an Elephant worker to me.
 
@ls612

Yeah it just works faster than a normal worker and comes before Sedentary Lifestyle. Do you think I should make it work faster? Here is the current scale ...

- Gatherer = 100 Work Rate
- Worker = 150 Work Rate
- Work Mule = 250 Work Rate
- Work Oxen = 250 Work Rate
- Work Elephant = 250 Work Rate
- Industrial Worker = 300 Work Rate
- Modern Worker = 350 Work Rate
- Clones = 470 Work Rate
- Androids = 500 Work Rate

Maybe like 275 then so its between an Animal Worker and an Industrial Worker?
 
@ls612

Yeah it just works faster than a normal worker and comes before Sedentary Lifestyle. Do you think I should make it work faster? Here is the current scale ...

- Gatherer = 100 Work Rate
- Worker = 150 Work Rate
- Work Mule = 250 Work Rate
- Work Oxen = 250 Work Rate
- Work Elephant = 250 Work Rate
- Industrial Worker = 300 Work Rate
- Modern Worker = 350 Work Rate
- Clones = 470 Work Rate
- Androids = 500 Work Rate

Maybe like 275 then so its between an Animal Worker and an Industrial Worker?

How about a unique improvement (megalith or something) that only the Rapa Nui worker can build? It would give 1 commerce with tech bonuses, and enable buildings in nearby cities that give culture.
 
How about a unique improvement (megalith or something) that only the Rapa Nui worker can build? It would give 1 commerce with tech bonuses, and enable buildings in nearby cities that give culture.

Oh that's a cool idea! Ok so keep it at 200 so they are still slightly better than normal workers but not the animal workers.

Since we already have graphics for the Moai wonder we can just use that for a "Moai" improvement.
 
Hmm... cultural improvements? Neat idea in general. When units become culture declared, that could become the filter point on whether a given worker of any type could build such unique improvements. Nice.
 
Ok here is my idea for the Moai improvement. Note that its really good at culture in the early eras, but that's it. No production or food. And later era improvements end up being better in the long run.

Moai [Improvement]
Req Tech: Megalith Construction
Terrain: Cannot Be built on Dunes, Salt Flats, Marsh, Muddy, Permafrost or Ice.
Terrain Features: Must Remove Forest, Jungle, Grass, etc before it can be built.
Elevation: Can Be Built on Flatland and Hills but not Mountains.

  • Can Only Be Built by Rapanui Worker
  • +3 :commerce:
  • +1 :commerce: on Hill
  • +1 :commerce: with Mining
  • +1 :commerce: with Ancestor Worship
  • +1 :commerce: with Masonry
  • +1 :commerce: with Sculpture
  • +1 :commerce: with Mathematics
  • +1 :commerce: with Construction
  • +1 :commerce: with Aesthetics
  • +1 :commerce: with Machinery
  • +1 :commerce: with Surveying
  • +1 :commerce: with Geology
  • +1 :commerce: with Nationalism
  • +1 :commerce: with Archeology
  • +1 :commerce: with Tourism
  • +1 :commerce: with Folklore (Civic)
  • +1 :commerce: with Divine Cult (Civic)
  • +1 :commerce: with Tribal (Civic)
 
Does this ma we will be getting the "Indian Fast Worker back"?

Possibly. But under another Indian sub-culture. I also would like to have a culture unit as a "Combat Worker".

EDIT: Or even under a completely different culture.

I want to try to finish giving existing culture wonders before adding more.
 
@ls612

While playing C2C I was thinking about siege weapons and how cool Age of Empires 2 had different types of siege weapon lines. They had ...

AOE2 Rams
Battering Ram -> Capped Ram -> Siege Ram

This is more or less what we have with ...

C2C Rams
Log Ram -> Battering Ram -> Siege Ram

Then they have catapults ...

AOE2 Catapults
Mangonel -> Onager -> Siege Onager

Also AOEI had ...

AOEI Catapults
Stone Thrower -> Catapult -> Heavy Catapult

We basically just have a Catapult and that's it.

Then they had a Ballista Category ...

AOE2 Ballistas
Scorpion -> Heavy Scorpion

AOEI Ballistas
Ballista -> Helepolis

And we just have a Ballista.

In addition AOE2 had an Bombard and Trebuchet like we do. The Trebuchet had to be packed and then assembled at the site. It also could not attack units too lose to it. In addition Bombards were on the battlefield along side other siege weapons. So I am thinking we could do this ...

Rams
Log Ram (Warfare) -> Battering Ram (The Wheel) -> Siege Ram (Siege Warfare) -> Bombard (Gunpowder)

As they are now where they can only do bombard attack, and cannot attack normal.

Ballistas
Ballista (Ancient Ballistics) -> Heavy Ballista (Invention) -> Bombard (Gunpowder)

Better at unit attacking and collateral damage than city attacking.

Catapults
Catapult (Siege Warfare) -> Heavy Catapult (Invention) -> Bombard (Gunpowder)

Can both attack units and city attack but is not as good as the other siege units can.

Trebuchet
Trebuchet (Engineering) -> Heavy Bombard (Gunpowder) -> Mortar (Matchlock and Metallurgy)

Very good at city attack. Has to be packed up to move. When packed up it cannot attack. Once unpacked it can attack but cannot move.

As you can see aside from some of the upgrades being moved around and tweaks to some of the units (ex. Trebuchet line), all that would be needed to be made is a Heavy Ballista and Heavy Catapult. The rest of the units can stay where they are on the tech tree with more or less the same stats.

So what do you think?
 
@Hydro:

So if I'm understanding your proposal the only thing that would really change would be the Trebuchet line, which would have to be deployed. Can we do that with the current XML? If we can't do that then there would need to be new AI for it, which I can't do (I could make the deploy mechanic itself). So if there was no AI for it I'd be against it being implemented.

Other than that it seems that your suggestions are pretty similar for the other three unit lines to what we currently have.
 
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