ls612's C2C Units

1. The point of Hovercraft (the air cushion ones) is so they can travel both on land and the ocean. At the very least they should be able to enter the coast. Maybe something like this ...

Hovercraft = Land + Coasts
Modern Hovercraft = Land + Coast + Oceans
Hi-Tech Hovercraft = Land + Coast + Oceans

Because even today we have Military Hovercraft which can cross the ocean and then come up to land.

OK, you convinced me. I'll just give them higher maintainence costs to keep things balanced.
 
2. Those core ideas are fine by me, I was more thinking about the combat roles and unit balancing of the galactic era, which I would like to take point on. I don't really mind whatever propulsion systems we use or how planets are colonized.

2. The propulsion methods are more about how fast a unit can travel on the space maps. This is why having a unit transfer from one map to another would be tricky. I recommend that spaceships stay on space maps and surface craft (land/sea/air) stay on the other maps (Earth/Lunar/Mars).

Also ones that use Solar Sails or Magnetic Sails are limited to the Solar System map and cannot travel on the Galactic map. Think of it like the Solar System maps is all Coastal and the Galactic Map is all Ocean.

Likewise some spaceships probably should not be able to move around on the Solar System map because they travel much too fast.
 
OK, you convinced me. I'll just give them higher maintainence costs to keep things balanced.

Sounds fine and makes sense. Those big airbags would get beat up a lot, especially on land. I could see them needing repairing and maintenance on a frequent basis. Plus it must take a lot of fuel for all those huge fan blades.
 
@Hydro: Two things;

1. What animation(s) does the graphics for the Hi-Tech and Modern Hovercraft use?

2. Could you please make me buttons for all three new units? Thanks in advance.
 
@Hydro:

1. There was an existing Hover Tank unit as a Dreadnaught unitcombat, so I changed the name of it to Heavy Levitation Tank. Sound OK?

2. Can you please give me a list of all of the infantry units in the Modern and Transhuman Eras from Infantry onwards, so as I can make sure that all of them have SPECIALUNIT_TROOP on them? Thanks in advance.
 
1. Ok. :goodjob:

2a. Here are Trans-Human Infantry and Infantry-like units.

Recon
- Hi-Tech Sniper

Siege Units
- Plasmathrower

Espionage Units
- Nanite Spy

Hi-Tech Units
- Cyborg
- EMP SAM Infantry
- Special Infantry
- Tesla Infantry

Clone Units
- Automaton
- Canis Superior
- Genetic Soldier
- Super Soldier

Robot Units
- Assault Droid
- Hi-Tech Robot
- Sentinel
- Siege Droid
- Walker Droid

Assault Mech
- Anti-Personnel Mech
- Assault Mech
- Police Mechs
- Powered Armored Infantry
- Robotic Imperial Guard
- Scout Mech

Nanite Unit
- Nanite Cloud
- Nanite Swarm

Note that I left out the sea, air, tanks and wheeled type units.

2b. What is "SPECIALUNIT_TROOPS"?

3. Please change the Unit Class of Robotic Imperial Guard to Assault Mech Unit Type.

4. Please chnage Guard Du Corps and Modern Imperial Guard to Gunpowder Unit Type.
 
I've been thinking about adding a unit at the start which has no movement and +300% City Defense or something, in order that you don't get eliminated too soon.

Me too. However I was not sure about the amount In Realism Inviticus there are immobile Gun Turret type units. I will post more details about them in your unit topic.

In Realism Inviticus they have ...

Fortress Mortar -> Fortress Battery -> Emplaced Artillery -> Emplaced Heavy Battery

However we have towers and traps that can damage units already in a city I am not sure if we even need these.

Basically all these units do is provide around 20% city defense and can bombard attack back. The later versions have a bonus to different types of units but since we already have towers I am thinking this is a bit redundant.

What do you think?
 
However we have towers and traps that can damage units already in a city I am not sure if we even need these.

Basically all these units do is provide around 20% city defense and can bombard attack back. The later versions have a bonus to different types of units but since we already have towers I am thinking this is a bit redundant.

What do you think?

However a city with no defenders can just be taken and I think this is what is happening early in the game. I would like a couple of stationary defensive units. They would upgrade to normal units at some stage. They should not be buildable.

Before there were "professional" warriors everyone in the town would come to its defense. This is even true through to the industrial era in places. Thus a town should have a number of unmovable defensive units based on the size of the population and the nations civics. It will require some programing work to implement but it could just be some simple python.

In theory they should only come into existence when the city is in danger and disband when the danger passes and the work/output of the city should drop to reflect this. However this would require much change to the AI in many areas so would be difficult and probably not worth the effort.
 
However a city with no defenders can just be taken and I think this is what is happening early in the game. I would like a couple of stationary defensive units. They would upgrade to normal units at some stage. They should not be buildable.

Before there were "professional" warriors everyone in the town would come to its defense. This is even true through to the industrial era in places. Thus a town should have a number of unmovable defensive units based on the size of the population and the nations civics. It will require some programing work to implement but it could just be some simple python.

In theory they should only come into existence when the city is in danger and disband when the danger passes and the work/output of the city should drop to reflect this. However this would require much change to the AI in many areas so would be difficult and probably not worth the effort.
this comes in handy with my old suggestion . when you build building like garrison instead of giving bonus to unit experience it should spawn some unit based on population that will be immobile defenders
 
@DH

Well in Realism Inviticus the Fortress Mortar and its upgrades were all immobile units. I would not be opposed to adding immobile units like this if you think it would not be ver powered to have buildings and unit defenses.

As for not being buildable I was thinking we need to have some general property that you can trigger non-buildable things when other requirements are triggered. Not just triggered with crime or pollution.
 
@Hydro: That was not exactly what I was thinking about, my idea was something specific to the start of the game. You would have a NU (limit 1) that can be built for a ridiculously small amount of hammers and has 2 Str and +300% City Defense, but no movement. That would allow every civ at the start to survive at least to late Ancient or so. How does that sound?
 
@DH

Well in Realism Inviticus the Fortress Mortar and its upgrades were all immobile units. I would not be opposed to adding immobile units like this if you think it would not be ver powered to have buildings and unit defenses.

As for not being buildable I was thinking we need to have some general property that you can trigger non-buildable things when other requirements are triggered. Not just triggered with crime or pollution.

@Hydro: That was not exactly what I was thinking about, my idea was something specific to the start of the game. You would have a NU (limit 1) that can be built for a ridiculously small amount of hammers and has 2 Str and +300% City Defense, but no movement. That would allow every civ at the start to survive at least to late Ancient or so. How does that sound?

The reason I don't want them to be buildable is the AI that would need to be written to get the AI nations to build them. I reckon that when a city is built it should get one free. The rest of my comments were for a fuller implementation.
 
The reason I don't want them to be buildable is the AI that would need to be written to get the AI nations to build them. I reckon that when a city is built it should get one free. The rest of my comments were for a fuller implementation.

What AI would be needed? The unit can only be built once, and can have a high AIweight, in order to ensure that the AI build it right away.
 
What AI would be needed? The unit can only be built once, and can have a high AIweight, in order to ensure that the AI build it right away.

AiWeights wouldn't necessarily work. They only influence the AI's choices between things in the same category (so it would make it choose it over any other defensive unit for sure, but not against a building say). Why not have some Python (I can't believe I'm suggesting this!) that traps onFound and gifts this unit on first city founded. That way you don't need any new AI or any new mechanism.
 
AiWeights wouldn't necessarily work. They only influence the AI's choices between things in the same category (so it would make it choose it over any other defensive unit for sure, but not against a building say). Why not have some Python (I can't believe I'm suggesting this!) that traps onFound and gifts this unit on first city founded. That way you don't need any new AI or any new mechanism.

That seems fine, I can't do Python though so DH would need to make the python for that.
 
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