ls612's C2C Units

@Yudishtira

Si Warrior [National Unit - Limit 15]
Graphic: (See Attachment)
Icon: ?
Type: Combatant/Melee
Strength: 5
Movement: 1
Cost: 45
Req Tech: Bronze Working
Req Resource: Moche AND (Copper Wares OR Bronze Wares OR Iron Wares)
Req Building: -
Upgrades To: Flailman

Special Abilities

  • +10% City Attack
  • +25% vs Melee
  • Builds +15% Faster with Copper Wares
  • Builds +15% Faster with Bronze Wares
  • Builds +15% Faster with Iron Wares
  • Starts with Shock I, Shock II

Note: Use Maceman as a Base.

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Headhunter [National Unit - Limit 15]
Graphic: (See Attachment)
Icon: ?
Type: Combatant/Hunter
Strength: 3
Movement: 2
Cost: 40
Req Tech: Hunting Tactics
Req Resource: Jivaro
Req Building: -
Upgrades To: Warden

Special Abilities

  • -75% City Attack
  • +300% vs Hunters
  • +300% vs Barbarians
  • Starts with Hunting Sight

Note: Use Hunter as a Base.

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Thanks! :goodjob:
 
@Hydro: Question about the Urumi Swordsman... What does he use to bombard with? He has no gunpowder requirement and is tech wise unclear as to what weaponry he would utilize for the task. I was thinking maybe he throws dynamite but I'm still looking at the tech prereqs wondering if he'd even necessarily have access to such weaponry. Also... should he be considered a throwing unit as well or even siege? Or should we add a tech prereq and a more firm concept there?
 
@Yudishtira

Si Warrior [National Unit - Limit 15]
Graphic: (See Attachment)
Icon: ?
Type: Combatant/Melee
Strength: 5
Movement: 1
Cost: 45
Req Tech: Bronze Working
Req Resource: Moche AND (Copper Wares OR Bronze Wares OR Iron Wares)
Req Building: -
Upgrades To: Flailman

Special Abilities

  • +10% City Attack
  • +25% vs Melee
  • Builds +15% Faster with Copper Wares
  • Builds +15% Faster with Bronze Wares
  • Builds +15% Faster with Iron Wares
  • Starts with Shock I, Shock II

Note: Use Maceman as a Base.

Just checking:
1. Prereq metal Wares AND builds faster with them?
2. Shock I and II AND +25 v Melee?
 
@Yudishtira

1. Correct.
2. Correct.

They are hard hitting anti-melee units.

Could you give the Headhunter +100% against Barbs, too?

Good idea but how do you do that?

@Hydro: Question about the Urumi Swordsman... What does he use to bombard with? He has no gunpowder requirement and is tech wise unclear as to what weaponry he would utilize for the task. I was thinking maybe he throws dynamite but I'm still looking at the tech prereqs wondering if he'd even necessarily have access to such weaponry. Also... should he be considered a throwing unit as well or even siege? Or should we add a tech prereq and a more firm concept there?

An Urumi Sword is a long flexible sword that has a long range. Sort of like a whip. I wanted to simulate having a melee unit that could act like a ranged unit because of its long range. Note its not a throwing unit either since the sword never is let go. What stats do you think it should have?

urumi-battle.jpg
 
Okay here are the Kuomintang, Si Warrior and Headhunter.

(Loved the prank of having no UNIT_FLAILMAN btw... :lol:)
 

Attachments

@Yudishtira

Texas Ranger [National Unit - Limit 15]
Graphic: Here
Icon: ?
Type: Combatant/Mounted
Strength: 27
Movement: 2
Cost: 420
Req Tech: Military Tradition and Rifling
Req Resource: Texan AND Horse AND Ammunition AND Firearms
Req Building: Horse Trainer
Upgrades To: Trench Calvary

Special Abilities

  • 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% Attack vs Cannon
  • +50% vs Animals
  • Flank Attack vs Catapult, Tribuchet, Bombard and Cannon
  • Starts with Commando, Policing I, Arid Combat I, Rugged Combat I

Note: Use Cavalry as a Base. Bascilly everything is the same as a Calvary unit except for Policing I, Arid Combat I, Rugged Combat I promotions and the Texan requirement.

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Thanks! :goodjob:
 
@Yudishtira

Qiang Pikeman [National Unit - Limit 15]
Graphic: Here
Icon: Here
Type: Combatant/Melee
Strength: 9
Movement: 1
Cost: 135
Req Tech: Armor Crafting
Req Resource: Quang AND Iron Wares
Req Building: -
Upgrades To: Musketman

Special Abilities

  • +50% vs Wild Animals
  • +50% vs Mounted
  • Starts with Formation I, Formation II

Note: Use Heavy Pikeman as a Base.

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Thanks! :goodjob:
 
@Yudishtira

1. Correct.
2. Correct.

They are hard hitting anti-melee units.



Good idea but how do you do that?



An Urumi Sword is a long flexible sword that has a long range. Sort of like a whip. I wanted to simulate having a melee unit that could act like a ranged unit because of its long range. Note its not a throwing unit either since the sword never is let go. What stats do you think it should have?

urumi-battle.jpg

Looks like it'd have a bonus against melee for now. In the not-so-distant future here I figure we'll give him additional Precision and Dodge. Bombard doesn't seem at all accurate though given that they are nowhere near a 'distance' weapon when considering distances at which units would bombard (being outside or just at archery range at closest.)
 
Good idea but how do you do that?

No, but I think there is a tag at difficult levels that influences strenght against barbarians. Maybe this one is easy to adjust for units as well?
 
No, but I think there is a tag at difficult levels that influences strenght against barbarians. Maybe this one is easy to adjust for units as well?

The iVSBarbs tag is fully functional. It is a combat modifier vs non-animal barbarians.

Well it was designed before your Combat Mod was even proposed so I had to work with what we had. I very much look forward to expressing units better under your Combat mod system.
Makes sense of course. It was in the weapons planning when I ran across him that I had to wonder what was envisioned. Very soon we'll be moving forward on implementing tags like dodge and precision. With the exception of editing this particular unit and adding into consideration the units that have been created since I started the project, I just finished the weapon set CC plans on all non-hero units. Heroes and those little wrapups should be finished by the end of tomorrow.

Then I have one more CC category to work out which is a new one that came up in consideration recently that represents the volume of individuals in the unit. And I need to generate CCs for armor and shield materials and Armor types that will be assigned to the unit based on the particular armor and shield equipments they wear.

I expect by the end of Saturday all those should be complete which would mean at that point we would be ready to reformat the document and let Nimek use his tool or instruct me on how to use it and we'll have them all in play. Hoping it'll all be in place by the end of Sunday.

Then I've gotta make some options and define some sets of CCs as being active only under those options which shouldn't take too long either. Also need to establish auto-assignment of Religion, Era and Culture CCs which will be a very minor project. Then work out the auto-assignment of Damage Forms and the above noted Armor and Shield materials and armor Forms. That shouldn't be too difficult either.

Then I'll work on setting up a unit recalculation mechanism so that as we mod this stuff games can be updated (units currently don't update via recalculation.)

Then I'll be implementing the Withdraw/Pursuit/Early Withdrawal fully.

And thereafter I'll work on evaluating unit lines by major combat class groupings to get them all working in the most rational progressions we can - will probably have some new unit requests at that time. During this I'll be looking to work in a lot of other Combat Mod tags - whatever would apply to base unit abilities rather than just equipments.

Then I'll be doing some serious coding on equipment matters to wrap up the basis of the plan there. After which we'll begin planning equipments themselves.

So we're really not all that far off here ;)
 
Note: Use Cavalry as a Base. Bascilly everything is the same as a Calvary unit except for Policing I, Arid Combat I, Rugged Combat I promotions and the Texan requirement.

Is the <And> TrainCondition binary or can I just put all three <Has>s in one (probly can - just checking)?
 
Okay now there's (hopefully) some good news and (definitely) some bad news.

The good news is the Qiang Pikeman - see attached, hopefully nothing wrong with him.

The bad news is the Texan's horse keeps coming out yellow. Nothing I tried made any difference and you guys probly know exactly what the problem is so...(pic attached)
 

Attachments

  • Quang.zip
    Quang.zip
    145.5 KB · Views: 99
  • crazyhorse.jpg
    crazyhorse.jpg
    40.7 KB · Views: 118
Okay now there's (hopefully) some good news and (definitely) some bad news.

The good news is the Qiang Pikeman - see attached, hopefully nothing wrong with him.

The bad news is the Texan's horse keeps coming out yellow. Nothing I tried made any difference and you guys probably know exactly what the problem is so...(pic attached)

Got to put him here, so people can take a look, thx.
 
Is the <And> TrainCondition binary or can I just put all three <Has>s in one (probly can - just checking)?

Like this would be ideal since it can show both the Horse and Culture requirements.

Code:
			<BonusType>BONUS_APACHE</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_HORSE</BonusType>
			</PrereqBonuses>
			<TrainCondition>
				<And>
					<Has>
						<GOMType>GOM_BONUS</GOMType>
						<ID>BONUS_FIREARMS</ID>
					</Has>
					<Has>
						<GOMType>GOM_BONUS</GOMType>
						<ID>BONUS_AMMO</ID>
					</Has>
				</And>
			</TrainCondition>
 
@Yudishtira

Forty-Niner [National Unit - Limit 15]
Graphic: (See Attachment)
Icon: Here
Type: Civilian/Worker
Strength: 0
Movement: 2
Cost: 450
Work Rate: 300
Req Tech: Nitroglycerine
Req Resource: Californian
Req Building: -
Upgrades To: Modern Era Worker

Special Abilities

  • Everything an Industrial Worker can do.
  • Starts with Hill Worker I, Hill Worker II and Hill Worker III

Note: Use Industrial Worker as a Base.

---

Thanks! :goodjob:
 
The bad news is the Texan's horse keeps coming out yellow. Nothing I tried made any difference and you guys probly know exactly what the problem is so...(pic attached)

That means that the horse is colour coded to the civ, ie if the civ's colour is orange then it will show as orange.
 
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