Naval Mod, from 4000 BC to 2000 AD

Thanks for the info! That does make sense, maybe carries 3, only moves 1 and is a bit cheaper?

Sorry all for not doing much lately, we have been having some sewage problems.
 
Here's some info about Mali naval adventuring...

The last Kolonkan ruler, Bata Manding Bory, was crowned Mansa Abubakari II in 1310.[5] He continued the non-militant style of rule that characterized Gao and Mohammed ibn Gao, but was interested in the empire’s western sea. According to an account given by Mansa Musa I, who during the reign of Abubakari II served as the mansa’s kankoro-sigui, Mali sent two expeditions into the Atlantic. Mansa Abubakari II left Musa as regent of the empire, demonstrating the amazing stability of this period in Mali, and departed with the second expedition commanding some 4,000 pirogues equipped with both oars and sails in 1311.[22] Neither the emperor nor any of the ships returned to Mali. Modern historians and scientists are skeptical about the success of either voyage, but the account of these happenings is preserved in both written North African records and the oral records of Mali’s djelis.

http://en.wikipedia.org/wiki/Mali_Empire

A pirogue is a small, flat-bottomed boat of a design associated particularly with West African fishermen and the Cajuns of the Louisiana marsh. These boats are not usually intended for over-night travel but are light and small enough to be easily taken onto land. The design also allows the pirogue to move through very shallow water and be easily turned over to drain any water that may get into the boat. The pirogue's motion comes from paddles that have one blade (as opposed to a kayak paddle, which has two). It can also be punted with a pole in shallow water.

http://en.wikipedia.org/wiki/Pirogue
 
A pirogue is a small, flat-bottomed boat of a design associated particularly with West African fishermen and the Cajuns of the Louisiana marsh. These boats are not usually intended for over-night travel but are light and small enough to be easily taken onto land. The design also allows the pirogue to move through very shallow water and be easily turned over to drain any water that may get into the boat. The pirogue's motion comes from paddles that have one blade (as opposed to a kayak paddle, which has two). It can also be punted with a pole in shallow water.

So.... a Workboat that can go on land maybe? :)
 
Hey thanks for the research!

Not to all: I am still working on this, but we have had an interesting couple weeks so I haven't had a ton of time (Plus the NHL Playoffs are on almost ever 2nd night!)

I am almost ready to release another version, lots of interesting stuff. :) I did cut back on the units as some mentioned there was too many. BUT there is still quite a few.

Does anyone know how to make a unit go obsolete without upgrading?
 
Does anyone know how to make a unit go obsolete without upgrading?

Sure... if you don't add a unit for it to upgrade to, it can be made obsolete without having an upgrade...
 
Really? Unless I am doing something wrong, it always allows you to build it forever. So you could build triremes in the modern age (If they do not upgrade to anything else).

So how would you do that? I would be most grateful!:crazyeye:
 
Really? Unless I am doing something wrong, it always allows you to build it forever. So you could build triremes in the modern age (If they do not upgrade to anything else).

So how would you do that? I would be most grateful!:crazyeye:

Hmm... looks like you're right... there would need to be some kind of "obsolete tech" tag to prevent it from showing up in your build options...
 
Hmm... looks like you're right... there would need to be some kind of "obsolete tech" tag to prevent it from showing up in your build options...

I thought for a while that the number under the upgrade option did the trick, but it didn't..

Adding a new tag is SDK, would anyone possibly be willing to do that for me please?:crazyeye:
:crazyeye: On another note, I added a canoe/exploration ship and started a archipelago game. It has been quit interesting, though I didn't really get to use the War Galleon era much. It was on normal speed though.

But as I have it most later ships need either the small or large shipyard to build, I need to make it higher priority for the AI to build the shipyards.
All I have seen for the AI is cogs, Galleass, a couple Corvettes (Which in fact need the small shipyard) and a trireme or two. All but the corvette do not need a shipyard.

What do you all think of a National shipyard like this.

350 :hammers:
Requires 5 small Shipyards, and 2 Large shipyards (Both which only allow you to build most ships, no extra XP or building speed).
Give 7 xp to new ships (as they cannot atm upgrade mostly, this will help get them a little more elite.)
%75 :hammers: building of ships.
Comes with the Tech Steel.

Might need to be toned down, but as they cannot really upgrade now (Save SotL/Frigates to Ironclad Frigates and a few merchant types to another) it would help some.

Thoughts?
 
So it would go obsolete? I will have to look, thanks!
 
GeneralMatt, if what Healz suggested about units going obsolete doesn't work, there is one other possibility: make a unit that no one can build, and have it upgrade to that. Then you can't build it anymore. :D
 
Ah, that would do the trick! I guess you would add a few at certain milestones, easier.

I haven't got around to looking though, trying to finish a game that promises to be a blast: Literally, already used a few nukes and have to beat three stacks, two of about 10 MA and the same in Gunships when my army has been fighting a war since, well 1950's (And it is now about the 2020's).
 
He Sword, didn't recognize you at first. :P I remember eons ago we had a long conversation..

Well, I took a look, no obsolete tag. I know there is one for the buildings, but none for the units.
So I tried the "not-buildable unit" idea, by going into classes and just making that unit have a limit at zero for the world, team and player. You couldn't build it, and you still could build the unit that upgrades to it.

So, if I cannot figure out another way to make a unit non-buildable (there should be one) than I will just add a building for each age (Maybe called a supply depot?) that goes obsolete at certain techs. I would make the units require that, and it would have a similar effect.

Oh, been playing a few games with it, and it seems the AI has no problems with you requiring shipyards to build ships. The game I am working on, they have a ton of carriers (even on Pangea) that keep coming and destroying all my inland resources, so I know they will build them, if given enough time. And I haven't seen a whole ton of obsolete ones from them either, even with them having no upgrades..
 
GeneralMatt, the obsolete tag is very easy to mod... I'll try to do this when I have some time tonight. I was going to just surprise you with it sometime this week, but I don't want you to put in a lot of effort for something that can easily be remedied with an SDK change.
 
Hey thank you! Very very much!

One other thing.. how hard would it be to add a air interception tag to the promotions? I want to add an AA gun promotion but there is no interception tag.
If that isn't too hard, and it you aren't too busy, would you please be willing to add that to? :D I know it is a lot to ask probably, but I figure because it takes SDK work it is better to ask ahead of time as you have to compile the .dll I think.

Thanks again, you made my day!
 
Ok, so just add the tag "<ObsoleteTech>*Your tech choice here*</ObsoleteTech>" as if the tag were already working. Where do you want it to appear? You can always just change the order in the schema, but I'm thinking right after <PrereqBonuses/> so that way it doesn't interrupt the prereqs.
 
Sure, sounds good, right after the Prereqs, thanks!

Yeah, I wouldn't touch the Schema with a longs stick, every time I have done anything at all with it I end up with a load of errors. :P

Thanks again!
 
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