ls612's C2C Units

@Hydro: I'll get around to the Crossbowman as soon as I have the prototype Combat Workers on the SVN.

I was thinking also about the name that we should name it the Clockwork crossbowman or something, to emphasize that this is an alt-timeline unit, instead of a better xbowman, as there were crossbows developed that could fire rather fast during the Middle Ages.
 
@ls612

Please add ...

Wood Spearman
Graphic: Here
Icon: See Attachment
Type: Melee
Strength: 3
Movement: 1
Cost: 25
Req Tech: Simple Wood Working
Req Resource: -
Upgrades To: Stone Spearman
Special Abilities
  • 25% vs Wild Animals
  • 25% vs Mounted

-----

Please Change ...

Clubman
Upgrades to: Spiked Clubman, Wood Spearman

Spiked Clubman
Upgrades to: Stone Maceman, Stone Axeman
 
@Hydro: I'll get around to the Crossbowman as soon as I have the prototype Combat Workers on the SVN.

I was thinking also about the name that we should name it the Clockwork crossbowman or something, to emphasize that this is an alt-timeline unit, instead of a better xbowman, as there were crossbows developed that could fire rather fast during the Middle Ages.

Clockwork Crossbowman sounds fine.
 
@ls612

Please add ...

Wood Spearman
Graphic: Here
Icon: See Attachment
Type: Melee
Strength: 3
Movement: 1
Cost: 25
Req Tech: Simple Wood Working
Req Resource: -
Upgrades To: Stone Spearman
Special Abilities
  • 25% vs Wild Animals
  • 25% vs Mounted

-----

Please Change ...

Clubman
Upgrades to: Spiked Clubman, Wood Spearman

Spiked Clubman
Upgrades to: Stone Maceman, Stone Axeman

Stone Spearman
Upgrades to: Obsidian Spearman, Atl-Atl

I think that the Wood Spearman may be a bad idea. Historically, the spear relics archaeologists have found all had stone tips. this doesn't mean that there weren't wood-only spears used at one point, but many scientists think that non-stone weapons were used mostly in a throwing capacity by prehistoric humans. (aside from clubs ofc.)
 
I think that the Wood Spearman may be a bad idea. Historically, the spear relics archaeologists have found all had stone tips. this doesn't mean that there weren't wood-only spears used at one point, but many scientists think that non-stone weapons were used mostly in a throwing capacity by prehistoric humans. (aside from clubs ofc.)

I am going by DH's idea of a Stick Poker. Basiclly Wood Spear = Sharped Stick. I agree with DH's plan. However since Stick Poker and Hardend Tip are so close I just combined into Wood Spearman.

I would also like the pointy stick guys looked at

Brute -> Stick poker -> Spearman (fire hardened tip) -> Spearman (stone tip) -> Spearman (obsidian tip) -> Spearman (bronze tip) -> Spearman Unit (phalanx type) -> Spearman Unit (pike type).

On a side note it would be nice to have an Obsidian Spearman, Obsidian Maceman and Obsidian Axeman between the Stone and Metal units. However I am unable to find any graphics for them.
 
I think that the Wood Spearman may be a bad idea. Historically, the spear relics archaeologists have found all had stone tips. this doesn't mean that there weren't wood-only spears used at one point, but many scientists think that non-stone weapons were used mostly in a throwing capacity by prehistoric humans. (aside from clubs ofc.)

I am going by DH's idea of a Stick Poker. Basiclly Wood Spear = Sharped Stick. I agree with DH's plan. However since Stick Poker and Hardend Tip are so close I just combined into Wood Spearman.

"Poke with a stick" is still used by non-humans when hunting so I don't see why humans would not have used the same technique.
 
"Poke with a stick" is still used by non-humans when hunting so I don't see why humans would not have used the same technique.

Hmm, alright. I suppose that it would have been a logical avenue of attack for early humans, even if there weren't any archeological remnants.
 
On a side note it would be nice to have an Obsidian Spearman, Obsidian Maceman and Obsidian Axeman between the Stone and Metal units. However I am unable to find any graphics for them.
It'd be nice to have Obsidian Arrow Archers as well... something between Slinger and Archer. These would all be great for those lucky enough to have an early edge by having Obsidian in their lands. (Though the last time I had obsidian and was doing the happy dance, before I could even use it it exploded into a full blown volcano!)
 
@ls612

So dacubz145 says ...



So I guess it doesn't matter for the Autogyro?

Correct, but dacubz said that he needs to redo the nif and has not yet uploaded that redo, and I have a good long list of stuff to do regarding those new units as well as new Armed Workers. I'll get around to it eventually.
 
@ls612

Time for some Dieselpunk fun! Please add ...

-----

Goliath Mothership
Graphic: Here (Use the one without marking and increase the size to twice a normal blimp.)
Icon: ?
Type: Helocopter
Strength: 40
Movement: 2
Cost: 400
Req Tech: Dieselpunk AND Zeppelins
Req Resource: Dieselpunk AND Hydrogen
Upgrades To: Gunship
Special Abilities
  • This Unit is Tradable
  • CAN Entire Polar Ocean, Ocean or Tropical Ocean
  • Doesn't Receive Defensive Bonuses
  • Ignores Terrain Movement Cost
  • Cannot Capture Cities
  • Ignores Building Defense
  • +50% vs Gunpowder Units
  • +50% vs Tracked Units
  • +50% vs Wheeled Units
  • Cargo Space 2 (Carries Fighters)

Civilopedia: Nearly twice as large as the majestic Hindenburg class airships, the stupendous Goliath Class airship, wonder of the skies, provides unparalleled luxury for its obscenely wealthy passengers (If you're not obscenely wealthy then how can you afford a ticket). But in times of war this exceedingly versatile craft can be configured to provide air superiority where you need it, when you need it while still providing its crew of over 300 able airmen with the luxury of heated and well lit living quarters thanks to the wonders of electricity.

Notes: Use Blimp as Base.

-----

Drache Helicopter (National Unit - Limit 15)
Graphic: Here (Use the one without the Nazi markings.)
Icon: ?
Type: Helocopter
Strength: 45
Movement: 4
Cost: 425
Req Tech: Dieselpunk AND Zeppelins
Req Resource: Dieselpunk AND Oil Products
Upgrades To: Gunship
Special Abilities
  • This Unit is Tradable
  • Cannot Entire Polar Ocean, Ocean or Tropical Ocean
  • Doesn't Receive Defensive Bonuses
  • Ignores Terrain Movement Cost
  • Cannot Capture Cities
  • Ignores Building Defense
  • Can Withdraw from Combat (25% Chance)
  • +100% vs Gunpowder Units
  • +75% vs Tracked Units
  • +75% vs Wheeled Units
  • -50% vs Water Units
  • Cost +1 :gold: per turn

Civilopedia: Nearly twice as large as the majestic Hindenburg class airships, the stupendous Goliath Class airship, wonder of the skies, provides unparalleled luxury for its obscenely wealthy passengers (If you're not obscenely wealthy then how can you afford a ticket). But in times of war this exceedingly versatile craft can be configured to provide air superiority where you need it, when you need it while still providing its crew of over 300 able airmen with the luxury of heated and well lit living quarters thanks to the wonders of electricity.

Notes: Use Gunship as Base.

-----

Railroad Artillery (National Unit - Limit 15)
Graphic: Here
Icon: ?
Type: Siege Unit
Strength: 24
Movement: 2
Cost: 300
Req Tech: Dieselpunk AND Artillery
Req Resource: Dieselpunk AND Ammunition
Upgrades To: Mobile Artillery
Special Abilities
  • This Unit is Tradable
  • Doesn't Receive Defensive Bonuses
  • Maximum 85% Damage to Enemy Upon Attack
  • Causes Collateral Damage (Max 70% of 8 Units)
  • Immune to Collateral Damage from Siege Units
  • +50% City Attack
  • +100% vs Melee Units
  • +100% vs Archery Units
  • +50% vs Siege Units
  • Can Perform Ranged Attacks
  • Range 1
  • Accuracy 80
  • Can Bombard City Defenses (-16%/turn)
  • Ignores Building Defense
  • Can Be Captured

Notes: Use Artillery as Base.

-----

Big Bertha (National Unit - Limit 15)
Graphic: Here
Icon: ?
Type: Siege Unit
Strength: 30
Movement: 1
Cost: 400
Req Tech: Dieselpunk AND Artillery
Req Resource: Dieselpunk AND Ammunition
Upgrades To: Mobile Artillery
Special Abilities
  • This Unit is Tradable
  • Doesn't Receive Defensive Bonuses
  • Maximum 85% Damage to Enemy Upon Attack
  • Causes Collateral Damage (Max 70% of 8 Units)
  • Immune to Collateral Damage from Siege Units
  • +50% City Attack
  • +100% vs Melee Units
  • +100% vs Archery Units
  • +50% vs Siege Units
  • Can Perform Ranged Attacks
  • Range 2
  • Accuracy 80
  • Can Bombard City Defenses (-16%/turn)
  • Ignores Building Defense
  • Can Be Captured

Notes: Use Artillery as Base.

-----

Tzar Tank (National Unit - Limit 15)
Graphic: Here
Icon: ?
Type: Wheeled Unit
Strength: 45
Movement: 1
Cost: 400
Req Tech: Dieselpunk AND Armored Vehicles
Req Resource: Dieselpunk AND Steel
Upgrades To: Modern Tank
Special Abilities
  • This Unit is Tradable
  • Doesn't Receive Defensive Bonuses
  • +50% Attack vs Early Tank
  • +50% Attack vs Machine Gun
  • +25% Attack vs Wheeled Units
  • -50% Marsh Attack
  • -25% Muddy Attack
  • -15% Tundra Attack

Notes: Use Tank as Base.

-----

Double Biplane (National Unit - Limit 15)
Graphic: Here
Icon: ?
Type: Early Fighter
Strength: 25
Range: 4
Cost: 200
Req Tech: Dieselpunk AND Flight
Req Resource: Dieselpunk AND Ammunition
Upgrades To: F4U Corsair
Special Abilities
  • This Unit is Tradable
  • Can Intercept Aircraft (35% Chance)
  • Can Destroy Enemy Improvements and Bomb City Defenses (-3%/Turn)
  • Ignores Building Defense

Notes: Use Early Fighter as Base.

-----

Many Thanks in Advance! :goodjob:
 
@ls612

Here is a very special unit. It is my first from scratch new mesh. I finally figured out to import/export NIFs to 3DS. I have 3D Studio Max 6 (had i from art school) and used it to make a new model. Note this is my first one for Civ4 and I am a bit rusty on modeling and meshing. The textures are taken from the web though.

Since I have never made a new model for civ4 before it is not animated. So I am guessing you can use the Tank animations.

attachment.php


Da Vinci Tank (National Unit - Limit 15)
Graphic: (See Attachment)
Icon: (See Attachment)
Type: Wheeled Unit
Strength: 26
Movement: 1
Cost: 200
Req Tech: Clockpunk
Req Resource: Clockpunk AND Sulphur
Upgrades To: Early Tank
Special Abilities
  • Doesn't Receive Defensive Bonuses
  • Starts with Blitz
 
@Hydro: Man, those units look awesome! And, you can now apparently make new unit graphics. :thumbsup: That's great!

I do however need buttons for the RR Artillery and the Goliath Airship. Thanks in advance.:goodjob:
 
ls... I have two errors coming up in your xml files (promotioninfos) saying there's two incorrect references. Combat2 and Combat4. This might be why I'm having a tough time finding the Extra Forest Movement promo.

Also, can we PLEASE make it so the extra hill move and forest move promos can be accessed by the first level of Forester and Guerrilla respectively? This would reduce a lot of irritation by players used to taking those first levels so that they can then get an extra movement through forest or hill. That's a pretty ingrained habit for me and my wife and I'm sure many others. I don't mind having them accessed through Combat 2 as well (OR, not in addition to.)

Also... I suppose I need to remake the Streetfighter art to standardize it so it can be included still, right?

Oh, and congrats on the new unit mesh Hydro! I've figured I'd try to learn all that eventually since I used to do some 3d graphics and have 3ds as well (even if it isn't my favorite 3d program I can import all sorts of stuff into it from the one I'm used to.) As far as animating goes, I've done some reading on that and it looks to be a serious pain. I don't think you can just use another unit's animations and expect it to work... probably would suffice as a fill in, but if you don't define the joints and those definitions match up to the animation commands, it won't do anything, so you'll be left with a completely fixed, non-animating unit. That's a whole 'nother effort there. But nevertheless, I can't express how cool it is that you've taken this step into making your own models. As productive as you are, we could overcome a LOT of limitations with you working that side of things!
 
ls... I have two errors coming up in your xml files (promotioninfos) saying there's two incorrect references. Combat2 and Combat4. This might be why I'm having a tough time finding the Extra Forest Movement promo.

Also, can we PLEASE make it so the extra hill move and forest move promos can be accessed by the first level of Forester and Guerrilla respectively? This would reduce a lot of irritation by players used to taking those first levels so that they can then get an extra movement through forest or hill. That's a pretty ingrained habit for me and my wife and I'm sure many others. I don't mind having them accessed through Combat 2 as well (OR, not in addition to.)

Also... I suppose I need to remake the Streetfighter art to standardize it so it can be included still, right?

Oh, and congrats on the new unit mesh Hydro! I've figured I'd try to learn all that eventually since I used to do some 3d graphics and have 3ds as well (even if it isn't my favorite 3d program I can import all sorts of stuff into it from the one I'm used to.) As far as animating goes, I've done some reading on that and it looks to be a serious pain. I don't think you can just use another unit's animations and expect it to work... probably would suffice as a fill in, but if you don't define the joints and those definitions match up to the animation commands, it won't do anything, so you'll be left with a completely fixed, non-animating unit. That's a whole 'nother effort there. But nevertheless, I can't express how cool it is that you've taken this step into making your own models. As productive as you are, we could overcome a LOT of limitations with you working that side of things!

Huh? I looked and everything seems fine in the PromotionInfos, as well as my modular promotions. :confused:

On the Forestry subject, that is sort of the point. I thought it was a bit OP to allow the double move promotion to be on the same line as the +defense in terrain line. That is the reason I set those two promotions to have Combat 2 as a prerequisite.
 
Huh? I looked and everything seems fine in the PromotionInfos, as well as my modular promotions. :confused:

On the Forestry subject, that is sort of the point. I thought it was a bit OP to allow the double move promotion to be on the same line as the +defense in terrain line. That is the reason I set those two promotions to have Combat 2 as a prerequisite.

I've done another update and its possible you may have repaired it already but I'll run the debugger dll again soon and if it comes up again, I'll figure out exactly where we have issues there and let you know.


I'm not speaking for myself here so much but I'm sure its going to be extremely irritating to a lot of players if we change how to achieve extra movement for our early game scouting by this much. Thing is, since its ONLY movement and not additional defensive or attacking benefit in that terrain, its still extending an additional step to have to take those promos OR benefit from better terrain combat. So if BALANCE or NERFING the forestry and guerrilla lines is what your going for, you would still have it!

Personally, unless I'm making stack defenders, I tend not to worry too much about promoting for combat benefits on terrain because its too easy to end up getting caught in terrain you have no promotions for when you're attacked.

The main reason I start in the hill or forest defense direction in the first place is purely to get the extra movement. My complaint is not that it takes us an extra promo to achieve them - its that it takes a different path entirely. So for a new player, they start down that road with their earliest troops only to find out, in frustration, that they've completely wasted their first promo decisions. This is a non-fun jarring discovery waiting to happen for folks. Not very kind to enforce the changing of old habits that date back to vanilla CivIV and have never been altered until now.
 
@Hydro: Man, those units look awesome! And, you can now apparently make new unit graphics. :thumbsup: That's great!

I do however need buttons for the RR Artillery and the Goliath Airship. Thanks in advance.:goodjob:

Well new non-animated. And you got to tell me if it works in game or if it will give you a pink model or even will show up at all!

Here are the icon/buttons for the RR Artillery and the Goliath Airship.
 
Well new non-animated. And you got to tell me if it works in game or if it will give you a pink model or even will show up at all!

Here are the icon/buttons for the RR Artillery and the Goliath Airship.

All of these units are now on the SVN. I could not get the graphics you linked to for the Goliath Airship to work, so I had to copy/paste DH's Blimp artdefines and change the fscale accordingly. I hope that isn't a problem.
 
Back
Top Bottom