ls612's C2C Units

@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?

I think the issue is with the AI guarding its cities and not the units. We have enough diversity in units to defend a city, the AI just needs to learn to do that. So no to the +300% City Defense defender units.
 
That seems fine, I can't do Python though so DH would need to make the python for that.

Easy to do. I just need some units to do it with. They need to be unmovable and reasonable strength for the era or tech.

I really want to replace the Great Wall with a physical set of fortlets (ZOC when occupied but no culture spread) so that
1) it only defends the area of the nation when it was was built
2) does not expel barbarian units so we can implement better slave and serf uprisings and jacqueries (which IMO we are long over due for in Australia and the US:mischief:)

It also allows for the Great Wall to be a national wonder, since similar things have been tried elsewhere and it allows for possible upgrades. Including forts with guns eg Maginot Line.

I think the issue is with the AI guarding its cities and not the units. We have enough diversity in units to defend a city, the AI just needs to learn to do that. So no to the +300% City Defense defender units.

So you are going to write the AI code.:mischief:
 
:wallbash: Yes I know. I was responding to ls612's idea of a unit that +300% City Defense defender that you can build, not your idea of a a free unit.

It would not be buildable, it would be spawned when you found your first city, if I understand DH and Koshling correctly.
 
Not sure it this is already implemented but how about some magic units ( and maybe even buildings). Not trying to makemthengame sound to much like FFHII but just a few to give the game some flare
 
That's what the C2C modmod stuff is for. If people want to make mods with magic stuff they can do it. It would be up to the player to add the modmod to C2C.

We have way too many other things we want to add, that we just can't to focus on other stuff like magic. Which is why its being left for those who want to modmod C2C.

If you really want magic stuff go play FFH2. Its a good mod and focuses on that kind of stuff.
 
So were do Archers and City Guards fall under this? They have been the main city defenders. If another line of units is made would this not make archers and city guards not needed as much?

Except city guard line aren't guarding a city any more they are a city watch (police) line. Not that it matters.

I always said that the City Guard line should be immobile. Also don't you find it strange that a unit that is supposed to be about city defense does not get the city defense promotions?
 
Except city guard line aren't guarding a city any more they are a city watch (police) line. Not that it matters.

I always said that the City Guard line should be immobile. Also don't you find it strange that a unit that is supposed to be about city defense does not get the city defense promotions?

Well they do get a +50% City defense. And the later gunpowder units can get City Garrison promotion. Its only the Melee ones that don't have access to the City Garrison promotion promotion line.
 
@GiuseppeIII

Unless its a modmod for C2C we are not having any magic, paranormal, supernatural or mythical things in the game. The closest we have are religious and super hi-tech stuff.

@GiuseppeIII


The closet thing to magic that might resemble magic is..in working techs of the Transhuman Era ..stuff like Cyberspace Telepathy, Regional Hypersense, and Binary Psycokenesis, buts its 100% based on neurotechnology and controlling stuff with said nerotechnology.

In early Galactic Era...humans might split into different species with Gaia computing and a combination of species amalgamation..[pending Hydro's approval when the time comes]

-Homo Icarus (human with wings and can fly..excel at aerial colonization)
-Homo Oceanus (humans similar to mermaids..excel at marine colonization)
-Homo Plantae (humans merged with plants..excel at organic cities)
-Homo Logica (humans 100% merged with machines..excel in normal cities)
-Homo Subterra (humans adapted to live in caves)

and then more types later..like Homo Ares (Mars) , Homo Luna (moon), and Homo Europa (Jupiter moon).. that adapted to their environment.

Their might be Giant mutants with Artificial Evolution..

and magic if refered to as energy will come as a tangible resource or created in a generator like plasma, then later thorium..then way later Artificial Photodsynthesis, Fission, Nuecleosynthesis, , Ion.. and way way way later Arch Reactor, Rift Reactor, Minerva Reactor, and Antimatter..


Maybe we can add Wizards and Warlocks are upgrades from Storyteller that only entertain and spread fairy tells..or are wise consultants to kings OR just really smart medieval scientists
 
Anyway it does not solve the problem of the AI getting destroyed very early. My personal solution is to turn neanderthals off.

HUH, I was just going to say about increasing them alot more!! On a gigantic map i only see about 10 total??
 
@MrAzure

Martians (Homo Ares) and other space stuff is already on my todo list for culture wonders. Which is one reason I wanted Moon Rocks and Mars Rocks to be added as map resources. However now that they are not I will just have to link them to terrain types.

Also I think we already have Merlin as a Hero if you are looking for wizards.
 
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