New Unit: Engineer

Originally posted by JeffNebraska
I love the death animation, but do workers/engineers ever die? I guess they sink on ships, but for what circumstance would this animation be useful?
I think the only place the death sequence gets used is cruise missile casualties. Maybe icbm and tac nuke?
 
the truck looks really good, so does the plant forest, cant wait for this unit to be complete
 
dont worry. thats what i had intended. He may drive around but once he stops, he looks like he usually does - surveying

Everything is finished now.
Just wrapping it all up

I added some sounds to it too
 
Originally posted by pesoloco
*** UNIT FINISHED ***

One of the disappointments of CIV III is the lack of the Engineer unit that was introduced in Civ II. Kal-el and tstowe have challenged me to make this unit.

The settler and worker unit will be upgradable to the Engineer after a certain technology (not yet decided). That technology will double the work rate so that the engineer will work twice as fast as the regular workers. The engineer will have the ability to do all worker jobs (except colonize) and be able to build cities.
This is a modern unit that represents engineers of several kinds - civil (roads, rr) , environmental (forests,jungles, and structural (mines), and land developers (city) )

The engineer is still under construction (no pun intended)
but here is a preview:

One problem. You need to have all the Worker flags checked before the AI will understand what to do with it. So you'll have to have the Build Colony flag set as well. I discovered that while trying to build a Farmer worker, one who only irrigates. It wouldn't work. Although that might change with 1.17f, who knows.
 
woo, i have to give you a pat on the back for this one, alot of time went into it and this will be the greatest
 
Radio may be the tech to add to engineers. After all they have their walkee-talkee's with them quite often, well city workers do. But is that too late in the game? that would mean they'd be around for pretty much only one era, and in my games i usualy dont get a chance to use nukes, I need to turn off cultural victory i think :).
 
So, either that needs to be moved forward, to say industrialization, or the engineer doesn’t show up until the modern era. Otherwise there is too short a period between the modern worker and the engineer.

Thoughts?
 
I agree with you Kal, thats only like 2 or 3 tech advances difference. I think double worker speed should be moved back to indust. considering at that time new technology was available to complete tasks much quicker.
 
has anyone tried having two technologies with the "double work rate" checked?
The reg worker would be the usual work rate
modern worker would be double the reg
engineer would be double the modern (4 times the reg)

It was just an idea I had. Who knows? This may even crash the game. I guess we'll just have to try it and see....
 
I haven't tried it yet, but that was the premise behind this unit in the first place. it would be easy to test. just flag pottery and warrior code or some such early techs and see what happens.

I can't do this right now and I don't know when I would be able to but, that is the easiest way to test it.
 
Replacing the modern worker wouldnt be any good because the engineer isnt designed to build colonies....
 
It looks really cool, but the link seems to be to a preview and not to the unit.

Says unit finished, am I being premature?

Thanks
 
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