Mounted line revamp (module)

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Feb 7, 2007
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As promised in this thread... http://forums.civfanatics.com/showthread.php?t=322192


The module revamps the mounted line slightly. Lots of small changes, lots of placeholder art (sadly).

Main changes:

1. Chariot available at exploration. Power 2, heavy, cargo 1
2. War chariot is not a national unit, has stats similar to what chariot was. Also heavy, cargo 1
3. New unitclass between horse archer and knight, requires warhorses. Heavy Horse.
4. Fyrdwells have the stag promotions from FF+. Elf heavy horse/knights ride stags or leopards, respectively.
5. Kuriotates units extensively juggled to match new scheme. They got a little stronger...which they badly needed, IMO.

This will need lots of play-balancing and suggestions. If you're interested give it a whirl. Works with FF+.
 
Sweet, thanks XD
 
New version up. Cleaned a few files up, made a couple balance tweaks.


Only works with FF+ now...although you can make it work in FF50 by removing the references to minor leaders in civinfos.
 
Can AI use chariot cargo properly?
Also, what happens if chariot with cargo is killed? Is 'cargo' dropped or killed as well?
 
Can AI use chariot cargo properly?
Also, what happens if chariot with cargo is killed? Is 'cargo' dropped or killed as well?


No, the AI has no idea how to use land cargo. The AI will simply use the chariots as a very early mounted unit to pick off workers and such. That it can do pretty effectively.

If the chariot is killed the cargo dies. Best to be careful with that...but it makes sense to me. It isn't like chariots have seatbelts and airbags. :)
 
No, the AI has no idea how to use land cargo. The AI will simply use the chariots as a very early mounted unit to pick off workers and such. That it can do pretty effectively.

If the chariot is killed the cargo dies. Best to be careful with that...but it makes sense to me. It isn't like chariots have seatbelts and airbags. :)

Nah.. IMO, even if it worked like a charm for AI.. it's still lots of needless micromanagement. Imagine frustration when you lose your 100XP Bambur simply because your chariot lost in defense and you forgot to unload hero...

Just my opinion, but I'm strongly against that cargo idea. Rather, boost Chariots additionally with extra withdrawal etc.
 
Nah.. IMO, even if it worked like a charm for AI.. it's still lots of needless micromanagement. Imagine frustration when you lose your 100XP Bambur simply because your chariot lost in defense and you forgot to unload hero...

Just my opinion, but I'm strongly against that cargo idea. Rather, boost Chariots additionally with extra withdrawal etc.


Well, part of what I'm trying to do is make chariots less powerful...so that would be a bit counterproductive. :)


What I could do is link the movement boost to a promotion or spell rather than using the cargo mechanic. It would be a little trickier, but I can do it that way if there is demand for it. :)
 
Well, part of what I'm trying to do is make chariots less powerful...so that would be a bit counterproductive. :)


What I could do is link the movement boost to a promotion or spell rather than using the cargo mechanic. It would be a little trickier, but I can do it that way if there is demand for it. :)

You could just make each chariot a piece of equipment that happens to have minor stats by itself. Ships are individual units with cargo because the ships are what fight each other in naval combat. If you've got a pikeman in a chariot, he doesn't hunker down in the seat and let the horses take care of combat, he's using the chariot to fight with.
 
You could just make each chariot a piece of equipment that happens to have minor stats by itself. Ships are individual units with cargo because the ships are what fight each other in naval combat. If you've got a pikeman in a chariot, he doesn't hunker down in the seat and let the horses take care of combat, he's using the chariot to fight with.

I've never created a piece of equipment...but I think it would be a problem to have one that fights independently. :confused:

What I know I can do is create a spell that can only be cast when a chariot is in the stack that adds a "Chariot Rider" promotion. Give +2 move, increased movement cost for difficult terrain, 10% withdraw. Then I could create another spell that allows your to remove your chariot rider promo and create a chariot unit.

Problems I forsee:
1. Chariot riding won't be represented graphically. Of course very few promotions are...
2. Your chariot will lose its XP when you "equip" it.

Hmmm....
 
been taking a break from civ but I plan to give it a shot soon
 
Dude, I'd love to but I am way busy in RL (not at the time of this post, course I should be sleepin')
 
Hey uh did you try to make some changes to the leaders in your module? Cos I got an xml error regarding them. Other than that, I like what I see about the chariots. Regarding the hippus, I think your revamp would be a good start to replacing their units with mounted ones.
 
Hey uh did you try to make some changes to the leaders in your module? Cos I got an xml error regarding them. Other than that, I like what I see about the chariots. Regarding the hippus, I think your revamp would be a good start to replacing their units with mounted ones.


Really? I added the minor leaders from FF+...and it launched fine last night. Hrrrm.

Which patch are you running? You might be updated farther than I am. :)

I'll doublecheck it tonight. In the meantime if you just plain pull the civinfos file it shouldn't cause any problems for civs other than Kuriotates, Clan, and the elves.
 
Really? I added the minor leaders from FF+...and it launched fine last night. Hrrrm.

Which patch are you running? You might be updated farther than I am. :)

I'll doublecheck it tonight. In the meantime if you just plain pull the civinfos file it shouldn't cause any problems for civs other than Kuriotates, Clan, and the elves.

I am using Warkirby's unofficial patch? No biggy. Runs fine, just dumped the minor leaders
 
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