ls612's C2C Units

Just wondering... now that you have the ultra cool clockwork crossbowman input, were you going to consider the following?

Thunderbrd from the Clockwork thread said:
Ok, then, it should upgrade into a Shotgunner at some point during the wild west era, a Gunner at WWII era, a 60-Gunner at Modern, and a Laser Cannoneer at a more futuristic point. All would maintain similar balance to comparative units and ultimate first strike capability as the Repeating Crossbowmen, but would be accessible without the need for Clockpunk later on.

Another facet of these troops, that you can probably note already in the concept as stated above, would be that they would take a bit longer than other units to have an upgrade that keeps them relevant to the cutting edge.


Also... let me know, ls, when you need further assistance there. By then I'll probably be more capable of it anyhow ;) lol
 
Just wondering... now that you have the ultra cool clockwork crossbowman input, were you going to consider the following?




Also... let me know, ls, when you need further assistance there. By then I'll probably be more capable of it anyhow ;) lol

Sure, that sounds great! Do you have graphics for those units? If you do, I can make them over the weekend.
 
You're going to have to turn to Hydro on that... he's always amazingly resourceful with those kinds of things whereas I have done little searching for unit graphics. Nevertheless, I have complete confidence something can be found there. Whaddya think H? StrategyOnly? You're usually pretty good with that too!
 
With all the Galactic Era talk going on I thought I would re-post this here so we could plan out some of the new units.

Here are some ideas I had the other day.

As you can see from the picture the end game units would work up to the 4D Infantry.

So Disintegration Tech -> Anti-Matter Tech -> 4D Tech.

We would need stuff between the current limit and the disintegration tech. Also perhaps time phasing tech between anti-matter and 4D tech.

It would be nice for all of them to eventually merge into very few units. Sort of like how the many archery and melee units merge into gunpowder units.

I also need to find new unit graphics to fit all these things.

In addition there are some no so future units we should put in like a modern ambulance before the medevac transport. I also like the idea of a space freighter as the last type of merchant unit.

Also we already have so many mech and robot units, we should fit them in somehow.

Please give feedback there is lots we can do for these late game units.

Spoiler :
attachment.php

So for sure I would like to have a Phaser Infantry, Anti-Matter Infantry and 4D Infantry. The trick will be bridging the gap between the most advanced units we can make now and those.
 
With all the Galactic Era talk going on I thought I would re-post this here so we could plan out some of the new units.

I have some ideas for the Galactic Era concerning circular upgrade paths, and the mechanics of warfare between planets, but I want to wait on those until I can see what the Multi-Map implementation will actually work like ingame. I also asked MrAzure if he had any ideas for new units based on all of his new techs.
 
@ls612

Here is a new experimental unit. Just have it work under the Modules/Units folder.

Lunar Rover
Graphic: Song of the Moon 2 (Use Lunar Surveyor)
Icon: (See Attachment)
Type: Wheeled
Strength: 50
Movement: 3
Cost: 550
Req Tech: Lunar Exploration
Req Resource: Automobiles AND (Oil Products or Biofuel)
Req Building: Aerospacial National Agency
Upgrades To: -

Special Abilities
  • Can Only Defend
  • Doesn't Receive Defense Bonuses
  • Can Withdraw from Combat (20% Chance)
  • Cost 10 :gold: Per Turn

Thanks in Advance!

Now that we have lunar terrain in the game (well world builder at least) can you make this?
 
With all the Galactic Era talk going on I thought I would re-post this here so we could plan out some of the new units.



So for sure I would like to have a Phaser Infantry, Anti-Matter Infantry and 4D Infantry. The trick will be bridging the gap between the most advanced units we can make now and those.

Transhuman Era
On top of my head..

Minotaurus Reconnisance
Requires contempoary vehicles
Spoiler :
rovercombat_C9O.jpg

http://forums.civfanatics.com/downloads.php?do=file&id=17958

Minerva Cloud Command
requires statrophere defence
isscv_picture_PBe.jpg

http://forums.civfanatics.com/downloads.php?do=file&id=9865

Stratus Bomber
requires machine vison
hammerheadpreview_INP.jpg


Thundara Soilder
Requires Controlled Plasma
zpboltersweden_1r7.jpg

http://forums.civfanatics.com/showthread.php?t=193618&

Celios Stratozepplin
requires strato defence
pk_commandcarrier_ingame1_6OM.jpg

http://forums.civfanatics.com/downloads.php?do=file&id=14426

Icarus Statofighter
Requires Stratosphere Defence
crysis_vtol_ingamecameo_NXf.jpg

http://forums.civfanatics.com/downloads.php?do=file&id=18178

Tiamat Neuronfighter
requires Neuron Architecture
demo_sufa_2cR.jpg

http://forums.civfanatics.com/downloads.php?do=file&id=9810

Albos Antigrav Lancer
requires Antigrav
landspeeder9kl_1GC.jpg

http://forums.civfanatics.com/downloads/landspeeder9kl_1GC.jpg
 
Well aside from the naming I think most of those should work. Just the stats would need to be worked out.

For instance "Thundara Solider" could be called "Plasma Infantry" instead.

I am pretty sure they are already in the units area, but i might be wrong, because before i had QuibinG stuff in.
 
@MrAzure and/or Hydro: Very nice for a start, those graphics you found look pretty. :goodjob:

You don't actually need to post all of the stats for the units, just tell me which Unit Upgrade chain they go in and I can make stats for them that are more or less balanced.

I actually saw new graphics for a Mars Rover a little while ago, so I may use those for the Lunar rover that Hydro wants.
 
Well aside from the naming I think most of those should work. Just the stats would need to be worked out.

For instance "Thundara Solider" could be called "Plasma Infantry" instead.


Yeah way better names...

@Ls612

Let me make you a Unit Super Pack from various mods and ill upload it to you.

Go play your favorite Futurustic Mods. any cool units that fit the Transhuman Era take a pic and post it here..ill think of a general idea and tech or it
 
Yeah way better names...

@Ls612

Let me make you a Unit Super Pack from various mods and ill upload it to you.

Go play your favorite Futuristic Mods. any cool units that fit the Transhuman Era take a pic and post it here..ill think of a general idea and tech or it

You do know that Premier Valle has a COMPLETE futuristic space type vehicle(s) and stuff he "got" from Babylon Five.

Premier Valle - http://forums.civfanatics.com/downloads.php?do=cat&id=51
 
@ls612

Please make the following unit changes ...

Mechanized Infantry
Change Name To: Modern APC
Upgrade To: Hi-Tech APC

BTR80
Change Name To: Amphibious APC
Upgrade To: Modern APC

Anti-Tank
Upgrade To: Special Infantry

Motorized Infantry
Notes: Remove this, I have a better idea for city defense plus we already have the Armored Car representing this type of unit.

Modern Infantry
Upgrade To: Tesla Infantry and Special Infantry

Flame Thrower
Upgrade To: Nothing (For now)

Many thanks in Advance. :goodjob:
 
Yeah way better names...

@Ls612

Let me make you a Unit Super Pack from various mods and ill upload it to you.

Go play your favorite Futurustic Mods. any cool units that fit the Transhuman Era take a pic and post it here..ill think of a general idea and tech or it

The issue isn't really getting the art files, it is more that stats for the units. For example, I can see pretty well that the first unit on your list is a scout unit, so I can use the Scout Mech XML as a base for it and make small changes to balance and diversify things. I was saying that you can post the combat role/upgrade path for those units and I can take things from there.
 
The issue isn't really getting the art files, it is more that stats for the units. For example, I can see pretty well that the first unit on your list is a scout unit, so I can use the Scout Mech XML as a base for it and make small changes to balance and diversify things. I was saying that you can post the combat role/upgrade path for those units and I can take things from there.

okay ill think of the stats..
let me put a complete stats for a unit to start of with..
 
odsat_ingame1_d7u.jpg

Missile Defense Zeppelin
Unit Class: Air
http://forums.civfanatics.com/downloads.php?do=file&id=15427
35 :strength: :move: 25
Tech: cyberwarfare
this automated air defender uploads malicious computer code to missles to haywire thier computer systems and self-explode them. Has almost no effect on regular air units.

+300% vs Missiles
-500% vs Air Units
-500% vs. Land Units


Missile Defense Zeppelin 2.0
Unit Class: Air
http://forums.civfanatics.com/downloads.php?do=file&id=15427
50 :strength: :move: 35
Tech: Evolutionary Algorithms
odsat_mid_ingame1_CK6.jpg

this automated air defender uploads malicious computer code to missles to haywire thier computer systems and self-explode them. Has almost no effect on regular air units.

+500% vs Missiles
-500% vs Air Units
-500% vs. Land Units

Gameplay: This unit is useless attacking most units except for Missile Units. Its is excellent at chasing anti- missle unit.
 
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