ls612's C2C Units

@Hydro:

I've been thinking about this, and I think I have an idea. I would like to make a Culture Unit in the Ancient Era that can explore Oceans and still be balanced. To that end, it would be a National Unit (limit 1), and cost about 3 times a normal unit for it's time. It would also have str. 2 and no bonus against Animals. Does this sound balanced enough to you, and if so, what Culture would it go best with?

Well I wanted to have a Polynesian outrigger style sailboat but Polynesian culture already has the Koa unit. However the Koa is better for say the Hawaiian culture. But we don't have a Hawaiian culture yet.

Also I have not found a Polynesian Outrigger graphic yet. Note that the unit would at least need sailing technology. Still very early for sea exploration. So in short if we had all the stuff then ...

- Polynesian = Polynesian Outrigger
- Hawaiian = Koa
 
While playing on my new computer, I noticed that many human units have only one member with single unit graphics turned off. This is a bug, as human units should have multiple graphics with the single unit graphics off. I fixed some examples that I found, but if anyone sees more human units with one member with Single Unit Graphics turned off, please tell me so that I may fix those as well.
 
Oh well, that's OK then. Do you have any more culture units for me now that the freeze is over?

How abut getting to those modules (units) into the core, like i asked??
 
Oh well, that's OK then. Do you have any more culture units for me now that the freeze is over?

Did you finish the other units on your back list?

Also I have cultures that need units but noting specific yet. Except for the Jivaro culture that needs a Head Hunter unit. I have not found anything that fits yet. Also I want to give the Polynesian an Outrigger eventually and then make anew Hawaiian culture for the Koa unit.
 
Did you finish the other units on your back list?

Also I have cultures that need units but noting specific yet. Except for the Jivaro culture that needs a Head Hunter unit. I have not found anything that fits yet. Also I want to give the Polynesian an Outrigger eventually and then make anew Hawaiian culture for the Koa unit.

Yeah, I have nothing on my docket for now except watching the Olympics (the only time I ever watch TV), so some new units would be nice.

@SO:

I merged my culture units into one set of files, but I didn't add them to the core because having them modular makes them easier to work on. I'd like to keep my stuff modular, both fore ease of modding and for anyone who wants to remove stuff, as DH is constantly reminding me.;)
 
@ls612

Here is a culture unit to keep you busy.
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Grivpanvar (National Unit - Limit 15)
Graphic: Here
Icon: Should come with one.
Type: Mounted
Strength: 12
Movement: 2
Cost: 90
Req Tech: Armored Calvary
Req Resource: Parthian AND Iron
Req Building: Horse Trainer
Upgrades To: Cuirassier

Special Abilities
  • Doesn't Receive Defensive Bonuses
  • +25% Grassland Attack
  • +25% Plains Attack
  • +25% Desert Attack
  • -25% Jungle Attack
  • -25% Forest Attack
  • -25% Swamp Attack
  • Flank Attack Against Catapult and Trebuchet
  • Starts with Commando, Flanking I

Notes: Use Knight as a Base.

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I also noticed that the Cuirassier has Horse AND (Iron OR Sulphur) AND Horse Trainer. It really should be Horse AND Iron AND Sulphur AND Horse Trainer. Isn't there code for that now?

If so I would like to have the following units changed to ...

- Cuirassier = Iron AND Horse AND Sulphur AND Horse Trainer
- Grivpanvar = Parthian AND Iron AND Horse AND Horse Trainer
- Cataphract = Byzantine AND Iron AND Horse AND Horse Trainer
- Conquistador = Spanish AND Iron AND Horse AND Sulphur AND Horse Trainer
- Calvary = Firearms AND Horse AND Horse Trainer
- Cossack = Russian AND Firearms AND Horse AND Horse Trainer
- Bombard Elephant = Elephants AND Iron AND Sulphur AND Elephant Trainer AND Cannon Forge
- Camel Gunner = Firearms AND Camel AND Camel Trainer
- Apache Calvary = Apache AND Firearms AND Horse AND Horse Trainer
- Rurales = Mexican AND Iron AND Horse AND Sulphur AND Horse Trainer
- Mountie = Canadian AND Firearms AND Horse AND Horse Trainer
- Highwayman = Firearms AND Horse AND Horse Trainer AND Highwayman Hideout
- Nakharar = Armenian AND Iron AND Horse AND Horse Trainer
- Savannah Calvary = Hausa AND Horses AND (Copper OR Iron OR Obsidian) AND Horse Trainer
- Winged Calvary = Polish AND Iron AND Horse AND Horse Trainer
- Hussar = Hungarian AND Firearms AND Horse AND Horse Trainer
- Llanero = Venezuelan AND Firearms AND Horse AND Horse Trainer
- Uighur Knight = Uiguar AND Iron AND Horse AND Horse Trainer
- Fulani Calvary = Fulani AND Horse AND (Copper OR Iron OR Obsidian) AND Horse Trainer
- Elmeti = Italian AND Iron AND Horse AND Horse Trainer
- Mandekulu = Malinese AND Horse AND (Copper OR Iron OR Obsidian) AND Horse Trainer
- Turkman Rider = Turkmen AND Iron AND Horse AND Horse Trainer
- Bombard Mammoth = Mammoth AND Iron AND Sulphur AND Mammoth Trainer AND Cannon Forge
- Zebra Calvary = Firearms AND Zebra Trainer
- Zebra Chariot = Zebra Trainer AND Chariot Workshop
- Zebra Cuirassier = Iron AND Sulphur AND Zebra Trainer

I also noticed that the Camel Gunner is missing some techs it should be ...

Camel Gunner
Req Tech: Steam Power AND Rifling AND Stirrup AND Calvary Tactics

Thanks in advance! :goodjob:

That should keep ya busy. ;)
 
@Hydro:

I would prefer to keep the later Cavalry units having Horse AND (Iron OR Sulphur), because while they did sometimes use both melee and gun weapons, most historical cav units really only used one or the other. For instance, a 16th century pistoleer would have two gun weapons, and only a small dagger/very short sword for melee defense in emergencies. Likewise, the Lancers of the 17th and 18th century would often have no firearms at all, and rely solely on quick charges to break enemy infantry. So, while they sometimes used both melee and firearms weapons, mostly they used one to the exclusion of the other, so the OR requirement still seems justified in my opinion.
 
I think its going to be important to universally recognize the Cavalry unit as a rifle-wielding horse rider. Any other interpretation should be a different unit entirely.
 
I think its going to be important to universally recognize the Cavalry unit as a rifle-wielding horse rider. Any other interpretation should be a different unit entirely.

Yes, but what about the transistion units (everything in between Knight and Cavalry)? That is what Hydro and I are discussing.
 
I really like this looking unit!!

Holy Cow!!! That Rogue's XP is out of this world! Has the rogue conquered any SoD by himself yet? :eek: :mischief::lol:

JosEPh
 
@ls612

Hmm, I think that Arquebusier/Cuirassiers and beyond should require Firearms. So something like this ...

Infantry
Arquebusier = Firearms + Sulphur
Musketman = Firearms + Sulphur
Rifleman = Firearms + Ammunition
Trench Infantry = Firearms + Ammunition
Infantry = Firearms + Ammunition
Modern Infantry = Firearms + Ammunition
Powered Exoskeleton Infantry = Firearms + Ammunition + Nanotubes

Mounted
Cuirassiers = Firearms + Sulphur + Horse + Horse Trainer
Calvary = Firearms + Ammunition + Horse + Horse Trainer

Note that culture units would add on their culture resource as well.

Cuirassiers Type
- Highwayman
- Zebra Cuirassier
- Conquistador (Spanish)

Calvary Type
- Camel Gunner
- Zebra Calvary
- Cossack (Russian)
- Apache Calvary (Apache)
- Mountie (Canadian)
- Llanero (Venezuelan)
 
@ls612

Looking over the Rurales (Mexican Culture Unit) I would like to change to to this ...

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Rurales (National Unit - Limit 15)
Graphic: Same
Icon: Same
Type: Mounted
Strength: 27
Movement: 2
Cost: 270
Req Tech: Steam Power AND Rifling AND Stirrup AND Calvary Tactics
Req Resource: Mexican AND Firearms AND Ammunition AND Horse
Req Building: Horse Trainer
Upgrades To: Autogyro

Special Abilities
  • Immune to First Strikes
  • Doesn't Receive Defensive Bonuses
  • Can Withdraw from Combat (30% Chance)
  • +25% Grassland Attack
  • +25% Plains Attack
  • +25% Desert Attack
  • -25% Jungle Attack
  • -25% Forest Attack
  • -25% Swamp Attack
  • +50% vs Spearmen
  • +50% vs Pikemen
  • +50% vs Heavy Pikemen
  • +50% vs Cannon
  • +50% vs Animal Units
  • Flank Attack Against Catapult, Trebuchet, Bombard, Cannon
  • Starts with Commando, Combat I
  • Ignores Building Defense

Notes: It basically got upgraded into a Calvary type stats instead of a Cuirassiers type. However it still retains its unique stats such as Combat I, Immune to First Strikes and Ignores Building Defense.

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Thanks in Advance! :goodjob:
 
Yes, but what about the transistion units (everything in between Knight and Cavalry)? That is what Hydro and I are discussing.

I can see there being other units in between. The Curraisier (sp?) for example would be a good example, but then again, it would be a Musket wielding mounted unit. I guess all I'm saying is that our units need to be united in the singular consideration of its baseline equipment expectations. In otherwords, if a unit LIKE a Cavalry would prefer use of lances and cutlasses, it should be designed as a separate unit type.
 
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