ls612's C2C Units

Watermills, Cottages and stuff I looked at but I did not think any of them would be better at doing them.

I think you could give the Horse Worker some bonus at Cottages and Water-/Windmills instead since is very similar to the Buffalo Worker. Also, Mammoth is weaker than the Elephant, so you might give him some more boni too. I think the Mammoth would be a good candidate for faster Lumbermills and Forst Preservative (or are those too late?) while the Elephant could also get a bonus on jungle camps.
 
By the end of the weekend I should have those tags reworked entirely so that units and promotions both may be utilized. There's a number of small things I'm reworking there so you can see the difference and I'll explain why on each decision. But despite this, you've made the job much easier, particularly from the AI side I presume (haven't looked at that yet but anything is better than nothing and I don't enjoy the AI side of tag building at all!) But also in the programming... its very helpful to know exactly where the tags need to 'plug in' and you did some good work there figuring out how to plug in as well.

I will fully explain the reasoning behind any changes I've made to the process you started there ok? Along the way in making my initial combat mod tags, a number of things were explained to me about how (and why) to improve on the 'usual' way of doing things that is seen throughout the tag loading in the dll as it is. It was a nightmare trying to figure out everything I was being told but now that I've sorted out that I can express the same to you by showing you.

Again... please don't be offended. You've definitely made this much easier!

So in the meantime, Hydro's post here is the start of formulating the full xml execution plan. One thing that has not been addressed, however, is any promotions for workers at all. Since you added xp for workers and we don't currently have any promos for them, could you identify the current promos they should be qualified for and work out the promotions you feel we should have added for them? (I know buttons are an issue and I could probably throw some art together for that fairly quickly.)

Could you please leave it the way it is for now? After V29 I'd be open to expanding it, but for now I'd like to stick with what works and leave it on promotions. From a gameplay perspective it is no different really, at least as far as Hydro's immediate plans are concerned.
 
It's already done in the programming... just awaiting other things to be completed before a push. I've not made it so there would be an error if you have any xml in place (though it won't be an active effect due to the necessity to rename and use a differing loading structure than an array) but updating any xml you've done would be a very simple affair to adapt (search and replace kinda thing.)

It's only been a week since you put this in and I've been telling you here and elsewhere I was going to make some adjustments so that it goes about it in the way we need it to (primarily able to go on the base unit values)... just give me a day to get it finalized so I can then jump in and help with implementation and thereafter debugging on numerous other issues until the release.
 
@ls612 and Thunderbrd

Here are the icon/buttons for the following units ...

- Dog Worker
- Horse Worker
- Camel Worker
- Llama Worker
- Mammoth Worker

Thanks! :goodjob:

These probably won't make it into V29, I just don't have the time to mock up the XML for them. I will get all of the terrain work promos in though before V29.
 
These probably won't make it into V29, I just don't have the time to mock up the XML for them. I will get all of the terrain work promos in though before V29.

Could you at least do the Dog Worker and remove the Animal Assisted Worker then? I don't want to have a release version with the Animal Assisted Worker in it and have everyone loose their unit when we update to v30.
 
Could you at least do the Dog Worker and remove the Animal Assisted Worker then? I don't want to have a release version with the Animal Assisted Worker in it and have everyone loose their unit when we update to v30.

Sure, I can get to that.
 
Thanks! The Dog Worker has no special promotions so it should not be hard to add. Just extra requirements (ex Dog resource).

Would it be OK for me to instead convert the Animal-Assisted worker into the Dog Worker? The freeze starts today or so and I really don't want to add new units at this point.
 
Would it be OK for me to instead convert the Animal-Assisted worker into the Dog Worker? The freeze starts today or so and I really don't want to add new units at this point.

Fine with me. Either way works. As I said in the other post ...

As for the Animal Assisted Worker you can either have the dog replace it (meaning using its tags) or delete it totally. However in deleting that would mean anyone with a game with it in them would mean they would loose all their animal assisted workers.
 
Is there a particular reason, why these have not been moved to the CORE art files yet??

I have a NEW "Trainee" (SilentConfusion) looking through the Unique folder and he didnt find certain folders, so i happened to find these still in the modules folder??

I believe THIS is why when i put the other Unique folder in a separate FPK it CTD's?)Could be some of the BT problem, thats why I HATE using Art/Interface/??/??/?? in the modules folders, i believe they ALL should be what the folder reads, as in Modules/????/????/????.

Also the Llanero unit doesnt have a regular NIF in the folder, so i believe it should be the same as the ShaderNIF in the folder: Cavalry_FX
 
Is there a particular reason, why these have not been moved to the CORE art files yet??

I have a NEW "Trainee" (SilentConfusion) looking through the Unique folder and he didnt find certain folders, so i happened to find these still in the modules folder??

I still have one more thing to make, then I'll merge all art.
 
Could be some of the BT problem, thats why I HATE using Art/Interface/??/??/?? in the modules folders, i believe they ALL should be what the folder reads, as in Modules/????/????/????.

No. BtS looks for an Art/... in the folder with the XML if it can't find the particular folder in core. If you use Modules/.... it will not bother looking in the core files first so it is slightly faster.

However when you move the art into core. In the first instance you just move the Art/ folders. However in the second you also have to change the XML or you will get pink icons and red blobs.
 
No. BtS looks for an Art/... in the folder with the XML if it can't find the particular folder in core. If you use Modules/.... it will not bother looking in the core files first so it is slightly faster.

However when you move the art into core. In the first instance you just move the Art/ folders. However in the second you also have to change the XML or you will get pink icons and red blobs.

Well really isn't that what i am saying, use the word Modules "first":confused:
 
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