ls612's C2C Units

@ls612
Can you do this one soon? There is going to be some big changes to early unit upgrades that are less confusing.

Atlatl
Graphic: Here
Icon: Check if it has an icon.
Type: Melee
Strength: 4
Movement: 1
Cost: 20
Req Tech: Spearfishing AND Hunting
Req Resource: -
Upgrades To: Archer and Javelineer

Special Abilities
  • +25% vs Mounted Units
  • +25% vs Animal Units
  • +50% vs Archery Units
  • Can Perform Ranged Attacks
  • Accuracy 15
  • Build 25% with Obsidian

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Basically the new upgrades will go like this ...

Archery Path
Rock Thrower -> Slinger -> Atlatl -> Archer -> Longbowman -> Arquebusier -> Musketeer

Throwing Spear Path
Clubman -> Stone Spearman -> Atlatl -> Javelineer -> Skrimisher -> Musketeer
 
@ls612
Can you do this one soon? There is going to be some big changes to early unit upgrades that are less confusing.

Atlatl
Graphic: Here
Icon: Check if it has an icon.
Type: Melee
Strength: 4
Movement: 1
Cost: 20
Req Tech: Spearfishing AND Hunting
Req Resource: -
Upgrades To: Archer and Javelineer

Special Abilities
  • +25% vs Mounted Units
  • +25% vs Animal Units
  • +25% Plains Attack
  • +25% Desert Attack
  • Can Perform Ranged Attacks
  • Accuracy 15
  • Build 25% with Obsidian

Sure, I'll do it tomorrow. I got the Llanero working, but the Winged Cav is still causing a problem, I'll try to iron that out tomorrow as well. I have just added the Llanero to the SVN, and if SO decides to let the freeze start on the 15th this and the Winged Cav will be my last additions for this version.

During the freeze I'll standardize my schemas, and work on something special for post v21 release.;)
 
Sure, I'll do it tomorrow. I got the Llanero working, but the Winged Cav is still causing a problem, I'll try to iron that out tomorrow as well. I have just added the Llanero to the SVN, and if SO decides to let the freeze start on the 15th this and the Winged Cav will be my last additions for this version.

During the freeze I'll standardize my schemas, and work on something special for post v21 release.;)

For something like this i will let it go till afternoon on the 15th, hows that:p
 
@ls612

Sorry for the rush but I need this too along with the Atlatl. Otherwise the Javilineer will have nothing to upgrade to ...

Skirmisher
Graphic: Here
Icon: (See Attachment)
Type: Melee
Strength: 6
Movement: 1
Cost: 50
Req Tech: Siege Warfare
Req Resource: Copper or Iron
Upgrades To: Musketeer

Special Abilities
  • +25% vs Mounted Units
  • +25% vs Animal Units
  • +50% vs Archery Units
  • Can Perform Ranged Attacks
  • Accuracy 15

EDIT: Oops it should have 50% vs Archery Units not the Plains and Desert attack. Please disregard that.

EDIT2: I made an icon/button for this.
 
@strategyonly

I will need you to change the following units once ls612 uploads the Atlatl and Skirmisher get uploaded to the SVN.

----

Slinger
Upgrades to: Atlatl (not Archer)

----

Stone Spearman
Upgrades to: Speaman or Atlatl (not Archer)

----

Javelineer
Type: Melee
Strength: 5
Movement: 1
Cost: 35
Req Tech: Copper Working AND Hunting
Req Resource: -
Upgrades To: Skirmisher

Special Abilities
  • +25% vs Mounted Units
  • +25% vs Animal Units
  • +50% vs Archery Units
  • Can Perform Ranged Attacks
  • Accuracy 15
  • Builds 15% Faster with Copper
  • Builds 15% Faster with Iron

----

Skirmisher (Mali UU)[National Unit - 15 Allowed]
Rename To: Ton-Tigi
Type: Melee
Strength: 6
Movement: 1
Cost: 35
Req Tech: Copper Working AND Hunting
Req Resource: Malinese
Upgrades To: Skirmisher

Special Abilities
  • +50% vs City Defense
  • +25% vs Hill Defense
  • +25% vs Mounted Units
  • +25% vs Animal Units
  • +50% vs Archery Units
  • Can Perform Ranged Attacks
  • Accuracy 15
  • Builds 15% Faster with Copper
  • Builds 15% Faster with Iron

----

Holkan (Mayan UU)[National Unit - 15 Allowed]
Rename To:
Type: Melee
Strength: 5
Movement: 1
Cost: 35
Req Tech: Obsidian Weapons AND Hunting
Req Resource: Mayan
Upgrades To: Skirmisher

Special Abilities
  • +25% vs Melee Units
  • +25% vs Mounted Units
  • +25% vs Animal Units
  • +50% vs Archery Units
  • Can Perform Ranged Attacks
  • Accuracy 15
  • Builds 25% Faster with Obsidian

----

Inuit Harpooner (Inuit UU)[National Unit - 15 Allowed]
Rename To:
Type: Melee
Strength: 5
Movement: 1
Cost: 35
Req Tech: Spearfishing AND Hunting
Req Resource: Inuit
Upgrades To: Skirmisher

Special Abilities
  • +25% vs Mounted Units
  • +50% vs Animal Units
  • +50% vs Archery Units
  • Can Perform Ranged Attacks
  • Accuracy 15
  • Builds 15% Faster with Bone
  • Builds 15% Faster with Ivory
  • Free Arctic Combat I, Arctic Combat II and Arctic Combat III Promotions

----

many thanks in advance! :goodjob:
 
OK, I've added the Atl-Atl and the Skirmisher, which I renamed to Early Skirmisher to get it to work. These are both in the core.

@strategyonly: The new units have their art in the core art folder (unpacked). Before the next release could you please add these to a FPK, in addition to the new Effect for the boomerang thrower. Thanks.
 
OK, I've added the Atl-Atl and the Skirmisher, which I renamed to Early Skirmisher to get it to work. These are both in the core.

@strategyonly: The new units have their art in the core art folder (unpacked). Before the next release could you please add these to a FPK, in addition to the new Effect for the boomerang thrower. Thanks.

Yeah, thats automatic, anybody that does stuff for the core always puts it where DH does, and i do it just before the next release. thx
 
@ls612 you do know that if you use the C2C standard for your files you can put the art work straight into the core area for inclusion in the FPKs without having to move the rest of the XML? It can stay in the module area.

That is the easiest part of merging units into the core and I have done it for most of the modules in C2C now. ;)
 
@ls612 you do know that if you use the C2C standard for your files you can put the art work straight into the core area for inclusion in the FPKs without having to move the rest of the XML? It can stay in the module area.

That is the easiest part of merging units into the core and I have done it for most of the modules in C2C now. ;)

Yeah, I reorganized my art to C2C Standard a while ago. I'll merge everything tomorrow, I think I've done enough today. ;)
 
@ls612

Some more for you to do after the next release.

-----

Yeomen [National Unit - Limit 15]
Graphic: Here
Icon: (See Attachment)
Type: Melee
Strength: 9
Movement: 1
Cost: 65
Req Tech: Feudalism AND Archery
Req Resource: Welsh
Upgrades To: Arquebusier

Special Abilities
  • 1 First Strike
  • +25% Hill Defense
  • +25% City Defense
  • +50% vs Melee Units
  • +25% vs Javelineer
  • +25% vs Early Skrimisher
  • Can Perform Ranged Attacks
  • Accuracy 70

Notes: Use Longbowman as a base.

-----

I found a better 3D model for the Urumi Swordsmen, Here (the one with a sword). Now it doesn't have to be the same as the Kallarani. Note that the icon/button should stay the same. Only the model should be different.
 
"Better" as in not the same model as the Kallarani. I want to make sure that if they are Unique Units they actually are unique. :P

And I don't know about the polycount. Looks like it was mostly textured nice.

Yeah, and how big is said texture. My GFX card is integrated, so I have a 'less is more' approach to detailed graphics, that allows more content to be added. I'll change it tomorrow though if you insist.

Edit: Done now on the SVN, my units are now ready to be merged into the core.
 
@ls612

I tried re-textung another to look like a Police Mech. Its hard to see in the editor so I will need to take a screenshot of it in the civpedia to make a button for it. So the button will come later

Police Mech
Graphic: (See Attachment)
Icon: -
Type: Assault Mech Units
Strength: 100
Movement: 2
Cost: 800
Req Tech: Powered Exoskeleton
Req Resource: Aluminum OR Nanotubes OR Titanium
Req Building: Mech Assembly Plant
Upgrades To: -

Special Abilities
  • Can Only Defend
  • Cannot Capture Cities or Units
  • Helps Thwart Rival Spies
  • 1 First Chance Strike
  • 50% City Defense
  • Starts with Riot Control 1
  • Cost +5:gold: Per Turn

Notes: Use Power Armored Infantry as a base.

Also please change the Police Car to upgrade to the Police Mech.

EDIT: Also along with the orginal model it had tis info ...

Code:
		<EffectInfo>
			<Type>EFFECT_PPC_LASER</Type>
			<Description>particel projection cannon</Description>
			<fScale>0.5</fScale>
			<fUpdateRate>1.0</fUpdateRate>
			<Path>Art/Effects/PPC/fx_redlaser.nif</Path>
			<bIsProjectile>0</bIsProjectile>
		</EffectInfo>

I assume we already have this since we have the same model as the Power Armored Infantry. So look to that to see what needs to be done.
 
@ls612

Here is another one ...

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Early Medevac Helicopter
Graphic: Here (The Huey Helicopter)
Icon: Comes with Model
Type: Health Care Unit
Strength: 50
Movement: 4
Cost: 400
Req Tech: Vertical Flight AND Battlefield Medicine
Req Resource: Oil Products OR Biodiesel
Req Building: Hospital
Upgrades To: Huey Medevac Helicopter

Special Abilities
  • Can Only Defend
  • Cannot Entire Ocean
  • Ignores Terrain Movement Costs
  • Starts with Heal, Herbal Cures, Medic I, Medic II and Medic III
  • Costs +5:gold: per turn

-----

Modern Medevac Helicopter
Graphic: Here (The Mi-26 Helicopter)
Icon: Comes with Model
Type: Health Care Unit
Strength: 60
Movement: 5
Cost: 700
Req Tech: Vertical Flight AND Battlefield Medicine AND Modern Warfare
Req Resource: Oil Products OR Biodiesel
Req Building: Hospital
Upgrades To: -

Special Abilities
  • Can Only Defend
  • Cannot Entire Ocean
  • Ignores Terrain Movement Costs
  • Starts with Heal, Herbal Cures, Medic I, Medic II and Medic III
  • Costs +5:gold: per turn

-----

Thanks in advance! :goodjob:
 
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