ls612's C2C Units

Looks like it loads your folder, but I think you need a loading for the "Units" folder in your "SilentConfusion" folder.

If there is no MLF in a folder that is loaded then it loads all the folders in alphabetic order. So you don't need MLF for sub files unless you want to load them in a certain order or turn some off.
 
If there is no MLF in a folder that is loaded then it loads all the folders in alphabetic order. So you don't need MLF for sub files unless you want to load them in a certain order or turn some off.

Why would it not load then? I have the MLF on in the main modular folder, so what is preventing it from loading?
 
@ls612

Can you please add the "Tank" resource as a requirement to all Tank units (except the Da Vinci Tank and Steam Tank)? Thanks! :goodjob:

How about we let SilentConfusion try his hand at that? It is simple and something that will help him familiarize himself with where all of the units are.
 
How about we let SilentConfusion try his hand at that? It is simple and something that will help him familiarize himself with where all of the units are.

Can you show him how to use the expression system code then? All of them will need it to add a property like that.

Also the following still needs to be done ...

1. Have the Dog Worker upgrade to the Camel Worker, Mammoth Worker and Llama Worker too.

2. Give the Camel Worker, Mammoth Worker and Llama Worker these icon/buttons.
 
Can you show him how to use the expression system code then? All of them will need it to add a property like that.

OK.

@SilentConfusion:

Here is how you add the new resource requirements. After the prereqbonuses tag insert the following code.

Code:
			<TrainCondition>
				<And>
					<Has>
						<GOMType>GOM_BONUS</GOMType>
						<ID>BONUS_TANK</ID>
					</Has>
				</And>
			</TrainCondition>

If the unit already has the traincondition tag you don't need to add another one, just add a new has entry with the Tank bonus. Does that make sense?
 
@Hydro:

Here is my balance plan for the Prehistoric/Ancinet Era.

Ok so I am going to go through this ...

Add a new scout-type unit in between the Scout, which comes at Tracking, and the Explorer, which comes at Writing. This one would come at Caste System (best idea I had, the rationale is that some people leave due to not liking their caste), and the Explorer would get moved to Geometry (which is a great aid in navigation and exploration).

1. Not sure about the rational about Caste. But nothing in that part of the tree looks better.

2. Geometry I suppose might be good however Stargazing might be better for navigation. Especially at night.

The new unit (which would be called the Guide or something) and all later Scout units would have the Explorer subclass, which would allow them to get better promotions (specifically, the extra visibility and extra movement would be changed to have that as a prereq).

3. "Guide" sounds fine for a name.

The Ranger should be moved back to Bronze Working, it currently IMO comes too early after the Hunter.

4. Yeah the techs did get moved around a lot since that was first put in. However its kinda sad to see the Ranger not associated with Falconry anymore. Perhaps we could have a "Falconer" promotion or something made for Hunter units.

All hunter type units would get 10% Lunge per upgrade, so that would be (10/20/30)% Lunge for the Tracker/Hunter/Ranger. So putting these guys in groups is recommended. I would also reduce their bonus against animals by a bit, so they would get +(100/150/200)% vs Animals. This will make a greater incentive to keep the Hunters in groups and not use them as alternate scouts.

5. Ok I will leave that part up to you and TB.

Hunting Sight would only be available for Hunters, not Scouts et al. This will require a new Hunter unitcombat.

6. Sounds good. I totally agree.

All of these would get some Dynamic Defense (5% per Upgrade). This will make them better at defending sieges than other units with extra City Defense (meaning that Guards will be more focused on Crime reduction).

7. Ok sounds resonable.

The Archer Bombard ability would be removed from all units on this line before the Archer. It just doesn’t thematically fit for stone throwers or slingers.

8. You sure you want to do that? I don't use the archer bombard in my game but I could see other mad at that choice.
 
Ok so I am going to go through this ...



1. Not sure about the rational about Caste. But nothing in that part of the tree looks better.

2. Geometry I suppose might be good however Stargazing might be better for navigation. Especially at night.



3. "Guide" sounds fine for a name.



4. Yeah the techs did get moved around a lot since that was first put in. However its kinda sad to see the Ranger not associated with Falconry anymore. Perhaps we could have a "Falconer" promotion or something made for Hunter units.



5. Ok I will leave that part up to you and TB.



6. Sounds good. I totally agree.



7. Ok sounds resonable.



8. You sure you want to do that? I don't use the archer bombard in my game but I could see other mad at that choice.

2. Stargazing was my other choice, but game-wise that seems to be more science oriented, so I'd like to keep that focus. Although Geometry has the same issue...

8. It would only really apply during the Prehistoric Era, so I'm not too worried. It just adds clutter at that point in the game as far as I'm concerned.
 
If you are going to be changing the Hunter lines then perhaps I should do it as they are only useful if the subdued animals mod is on. It might be an idea to move all the hunter units into SA. The same would probably true for those promotions which only go with hunters and subdued animals or are only useful if you have the subdued animals mod on. It may be time to move SA into Modules and out of my modules.

I know some people hate subdued animals plus I would suggest it be off for latter era starts. Maybe split it into two for late era starts keeping the water animals but not the land and air animals. We may want to consider galactic animals at some time.
 
I would suggest it be off for latter era starts. Maybe split it into two for late era starts keeping the water animals but not the land and air animals. We may want to consider galactic animals at some time.

I dont understand this idea? We in this part of the "woods" go hunting all year around, for all kinds of animals. We even go to other Continents to get them.
 
If you are going to be changing the Hunter lines then perhaps I should do it as they are only useful if the subdued animals mod is on. It might be an idea to move all the hunter units into SA. The same would probably true for those promotions which only go with hunters and subdued animals or are only useful if you have the subdued animals mod on. It may be time to move SA into Modules and out of my modules.

I know some people hate subdued animals plus I would suggest it be off for latter era starts. Maybe split it into two for late era starts keeping the water animals but not the land and air animals. We may want to consider galactic animals at some time.

They are in your Subdued_Animals module already. But playing without animals is no way to play C2C. :mischief:
 
Stargazing it is then. I'll get all of the XML worked out for this once Koshling adds the SAD AI.

What is getting moved to Stargazing? The Ranger, Explorer or Guide? Right now its ...

Nomadic Lifestyle (X1) = Wanderer
Persistent Hunting (X4) = Chaser
Tracking (X5) = Scout, Tracker
Hunting Tactics (X13) = Hunter
Falconry (X17) = Ranger
Caste System (X21) =
Stargazing (X23) =
Writing (X25) = Explorer
Bronze Working (X25) =
Geometry (X28) =
Feudalism (X35) = Warden
Compass (X41) = Adventurer
Matchlock (X43) = Game Hunter
Rifling (X50) = Big Game Hunter
Motorized Transportation (X61) = Motorcycle
 
What is getting moved to Stargazing? The Ranger, Explorer or Guide? Right now its ...

Nomadic Lifestyle (X1) = Wanderer
Persistent Hunting (X4) = Chaser
Tracking (X5) = Scout, Tracker
Hunting Tactics (X13) = Hunter
Falconry (X17) = Ranger
Caste System (X21) =
Stargazing (X23) =
Writing (X25) = Explorer
Bronze Working (X25) =
Feudalism (X35) = Warden
Compass (X41) = Adventurer
Matchlock (X43) = Game Hunter
Rifling (X50) = Big Game Hunter
Motorized Transportation (X61) = Motorcycle

I'll leave the Guide at Geometry and put the Ranger at Stargazing.
 
So this ? Doesn't that put the Explorer and Guide too close to each other? Also if you wanted the Guide to come between the Scout and Explorer shouldn't it be moved back or the explorer moved forward?

Nomadic Lifestyle (X1) = Wanderer
Persistent Hunting (X4) = Chaser
Tracking (X5) = Scout, Tracker
Hunting Tactics (X13) = Hunter
Stargazing (X23) = Ranger
Writing (X25) = Explorer
Geometry (X28) = Guide
Feudalism (X35) = Warden
Compass (X41) = Adventurer
Matchlock (X43) = Game Hunter
Rifling (X50) = Big Game Hunter
Motorized Transportation (X61) = Motorcycle
 
They are in your Subdued_Animals module already. But playing without animals is no way to play C2C. :mischief:

The Chaser isn't:p. As I said some people hate Subdued Animals. In part because they see the spawning and AI taking up valuable turn time.

To me the use of Subdue Animals stats to disappear around the Modern era once the excitement of the Age of Discovery has passed and all the animals in game have been brought back to your Zoos. Therefore anyone starting a game after the Age of Discovery would already have all the buildings so would not need Subdue Animals on.
 
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