ls612's C2C Units

I was thinking that with some of the improvements especially geoglyphs and Moai that they would provide a sense of national pride at different times but would go in and out of favor. depending on the importance f culture/history to the nation. Eg Burial Mounds in England were very important when they were made, in the Middle Ages and Renaissance when pilgrimages were all the rage, and again today with archaeology and tourism. The rest of they time they just were, or were in the way but there was no need to fuss over them, just get rid of them if they are in the way. So that is the tourism aspect but there is also the national pride aspect too.

Now i am liking every bit of this, nice!
 
I tried using it but it is "coastal special" and I can't convert it to an improvement.

Sorry for the triple post - that is what happens when you have 3 single post views up that you are working on or investigating.

Do you know where the NIF file is for it? I could possibly extract the models and move them to the land plane like I did when making new resources and terrain features.
 
have you looked in the Assets/XML folder art defines buildings XML?

I think I found where it could be. The Civ FPKs are spread over Assets0.fpk to Assets3.fpk. But they are mean and split up the files across them all. Thus a dds might be in one while an NIF might be in another but for the same model. Thus you have toi like open them all up and merge.
 
I think I found where it could be. The Civ FPKs are spread over Assets0.fpk to Assets3.fpk. But they are mean and split up the files across them all. Thus a dds might be in one while an NIF might be in another but for the same model. Thus you have toi like open them all up and merge.

I keep informing everyone to use grepWin, its free.
 
I couldn't figure out how to download a grepWin that worked for me. I made a mess of my system trying to find it and the one I found that was promising was apparently bugged and crashed on any attempt to use. I gave up thereafter and stuck to WinGrep which I appreciate as it enables me to open found files in notepad++.
 
I couldn't figure out how to download a grepWin that worked for me. I made a mess of my system trying to find it and the one I found that was promising was apparently bugged and crashed on any attempt to use. I gave up thereafter and stuck to WinGrep which I appreciate as it enables me to open found files in notepad++.

If you have a 64 bit then here:
 
I couldn't figure out how to download a grepWin that worked for me. I made a mess of my system trying to find it and the one I found that was promising was apparently bugged and crashed on any attempt to use. I gave up thereafter and stuck to WinGrep which I appreciate as it enables me to open found files in notepad++.

Even better, set up Windows Search to index your SVN working folders, including file contents. Then when you want to find something just type the search into File Explorer and it will find it rather fast (Because it indexed it beforehand).
 
@SilentConfusion:

Are you finished with the Tank XML yet? If so I have some stuff I'd like for you to help me with for Aircraft. Would you be interested in that?
 
@SilentConfusion:

Are you finished with the Tank XML yet? If so I have some stuff I'd like for you to help me with for Aircraft. Would you be interested in that?

I think we need ANOTHER 3-4 people for JUST XML modding for C2C, i am sooo backlogged it ridiculous. [offtopic] btw where is that modmod for your traits??
 
Might be a good idea to add a new guard unit to the guard unit line between Guard (strenght:9) and City guard (strenght:19). Reason for this would be that the AI likes to use them alot as defencive units and there is an big strenght gap in the guard unit line (5 --> 9 --gap--> 19 --> 25 --> 30 -->...).

In most of my games I've been able to take lots of territory going against obsolete Guards with more high tech army since many of the AI cities are mostly defended by guards. After the AI can upgrade to City guard It gets exponentially harder to take territory.

I'd suggest the new unit would have similar properties to other guard units and would have a base strenght of 14 or so.
 
Might be a good idea to add a new guard unit to the guard unit line between Guard (strenght:9) and City guard (strenght:19). Reason for this would be that the AI likes to use them alot as defencive units and there is an big strenght gap in the guard unit line (5 --> 9 --gap--> 19 --> 25 --> 30 -->...).

In most of my games I've been able to take lots of territory going against obsolete Guards with more high tech army since many of the AI cities are mostly defended by guards. After the AI can upgrade to City guard It gets exponentially harder to take territory.

I'd suggest the new unit would have similar properties to other guard units and would have a base strenght of 14 or so.

The main scaling on the Guard line in my design is not their strength but their crime-fighting ability. That goes 5/10/15 along the TW/Guard/City Guard, and I don't want to add something else in between that has like 12 or so anti-Crime.
 
@ls612

There seems to be an inconsistency with the Javelineer/Skrimisher units. They should all be Archery units. Please make sure the following units are all Archery.

- Atltlist
- Javelineer
- Skrimisher
- Kanembu Warriot [Kanem-Bornu]
- Holkan [Mayan]
- Menaamba [Merina]
- Moran [Masai]

OK, I'll get to that tomorrow.
 
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