Looks like it loads your folder, but I think you need a loading for the "Units" folder in your "SilentConfusion" folder.
Dang, I knew I did something wrong. I'll fix that now.
Looks like it loads your folder, but I think you need a loading for the "Units" folder in your "SilentConfusion" folder.
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.
@ls612
Can you please add the "Tank" resource as a requirement to all Tank units (except the Da Vinci Tank and Steam Tank)? Thanks!![]()
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.
<TrainCondition>
<And>
<Has>
<GOMType>GOM_BONUS</GOMType>
<ID>BONUS_TANK</ID>
</Has>
</And>
</TrainCondition>
@Hydro:
Here is my balance plan for the Prehistoric/Ancinet Era.
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).
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).
The Ranger should be moved back to Bronze Working, it currently IMO comes too early after the Hunter.
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.
Hunting Sight would only be available for Hunters, not Scouts et al. This will require a new Hunter unitcombat.
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).
The Archer Bombard ability would be removed from all units on this line before the Archer. It just doesnt thematically fit for stone throwers or slingers.
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.
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.
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.
But playing without animals is no way to play C2C.![]()
Stargazing would definitely be a more sensible tech for it, Caste doesn't fit at all.
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) =
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.![]()