Playground Mod

Ok, since I'm being flooded with AP homework, can you go and edit in the new unit stats for the units that you didn't give stats to?

Because I have not even started putting the submarine units in yet...
 
Bluemofia said:
Ok, since I'm being flooded with AP homework, can you go and edit in the new unit stats for the units that you didn't give stats to?

Because I have not even started putting the submarine units in yet...
Yeah, homework sucks.... I'll get to it, once I finish adding units (I'm trying to blitz through the unit adding this weekend so that I can relax and focus on homework without feeling guilty about ignoring this....)
 
UF unit time.

Mercenary Officer
Tech: Military Specialization
Upgradse From: Mercenary Soldier
Upgrades to: Boy Alliance Infantry
Shield: 95
Movement: 1
Attack: 13
Defense11
HP Bonus: 1
Requires Support
Resources: Iron
Abilities: Foot Unit; Amphibious; Starts Golden Age
Available to: United Forces
Class: Land
AI Strategies: Offense, Defense
Flags: All standard orders; Load; Airlift; Pillage; Upgrade; Capture
 
Tres more units.

First, the second UF unit.

Fortress Guard
Tech: Organized Defense
Upgrades to: Boy Alliance Infantry
Shields: 105
Pop Cost: 1 (To represent how it's part of the UF's actual army, not a mercenary)
Moves: 1
Attack: 11
Defense: 14
HP Bonus: 1
Bombard Str.: 2
ROF: 1
Requires Support
Zone of Control
Resource: Iron
Abilities: Foot Unit; Radar
Available To: UF
Class: Land
AI Strategies: Defense
Flags: All Standard Orders; Load; Airlift; Pillage; Upgrade; Capture


Now, Reb Unit Time.


Guerilla (Uses Standard Civ3 Guerilla anim)
Tech: Military Specialization
Upgrades From: Reb Soldier
Upgrades to: Boy Alliance Infantry
Shields: 80
Moves: 2
Attack: 13
Defense: 11
HP Bonus: 1
Bombard Str: 6
ROF: 3
Requires Support
Zone of Control
Abilities: Foot Unit; Blitz; Amphibious; Starts Golden Age; Lethal Land Bombardment
Stealth Attack Targets: Everything but king units
Available To: Rebs
Class: Land
Ignore Movement Cost: Hills; Forest; Jungle
AI Strategies: Offense; Defense
Flags: All Standard Orders; Load; Airlift; Pillage; Stealth Attack; Upgrade Unit; Capture


Fanatic
Tech: Rebel!!!111!!!11
Upgrades to: Boy Alliance Infantry
Shield Cost: 70
Moves: 1
Bombard Str: 20
Range: 2
ROF: 3
Requires Support
Bombard FX
Abilities: Foot Unit; Cruise Missile; Lethal Land Bombard
Available to: Rebs
Class: Land
AI Strategies: Cruise Missile
Flags: All Standard Orders; Load; Airlift; Bombard
 
Somehow I can't picture googly eyed people in the playground mod. ;)
 
The Omega said:
Well, I wanted to somehow fit Link into the mod.....:(
I know what you mean, but my expression after seeing that could be best described as:

... Umm... Ok...
 
Oh yes. One more thing.

Units checked with the cruise missile ability would play their death animation when they bombard. (the sequence goes run, attack, death)

So, the cootie carrier would walk up to the person, serve tea, and then fall over, dead.
And the cootie bombl would hover over, glow, and then whatever the death animation is.
And finally, the fanatic would walk over, hit the guy with the stick, and then fall over and die.

So... Still going with this? (just to let you know)
 
Bluemofia said:
Oh yes. One more thing.

Units checked with the cruise missile ability would play their death animation when they bombard. (the sequence goes run, attack, death)

So, the cootie carrier would walk up to the person, serve tea, and then fall over, dead.
And the cootie bombl would hover over, glow, and then whatever the death animation is.
And finally, the fanatic would walk over, hit the guy with the stick, and then fall over and die.

So... Still going with this? (just to let you know)
Okay, not sure if this'll work, but it's an idea. For cootie bomb and fanatic, copy the normal civ3's cruise missile death (The explosion), and replace their deaths with that.
Maybe we could make the cootie carrier a normal bombard unit.... Cause it doesn't make sense for them to explode, so we can't just use cruise missile death....
 
The Omega said:
Okay, not sure if this'll work, but it's an idea. For cootie bomb and fanatic, copy the normal civ3's cruise missile death (The explosion), and replace their deaths with that.
Maybe we could make the cootie carrier a normal bombard unit.... Cause it doesn't make sense for them to explode, so we can't just use cruise missile death....
K. I'll mess around with them once I get time.

The Omega said:
But.... It's Link! How can you not want to put Link in this mod?;)
If he has scary googly eyes, then I tend to think it's creepy.
 
Bluemofia said:
If he has scary googly eyes, then I tend to think it's creepy.
That's how he fights, silly. He creeps out his foes by randomly waving his sword around like a psycho, and stareing at them with his googly eyes, while shouting angrily. Foes are so frightened by the spectacle that they stab themselves.;)
 
Sure... But it's creeping out more than just the enemy! :p
 
The Omega said:
See? Someone agrees with me.:)
I never said we shouldn't. I just stated that it creeps me out. :p
 
Okay, now that I actually somehow have all my homework done (There may be something to this "Working hard on your homework nonstop until you get it done, ignoring all distractions" strategy.... Must look further into this....;) ), so Omega guesses he should post in this thread again.

So, since you earlier asked for me to give stats to units I hadn't given stats to yet, specifically which ones where those? Cause I can't remember them all....
 
You're done with homework? :eek: I'd like to be done with homework. :(

Umm... Everything on page 63. And the Uber units.
 
Okay, I kinda spoke to soon, cause I've been swamped by homework lately, and only now, with a three day weekend, do I have free time again.:crazyeye:

So, the stuff on page 63.... That'd be the Freak Attack Jr. Soldier and the crazy suicide unit, right?

Freak Attack Jr. Soldier
Tech: 6th Grade
Shields: 125
Moves: 3
Attack: 9
Defense: 0
Bombard Str.: 6
Range: 0
ROF: 2
Requires Support
Zone of Control
Resources: Iron
Abilities: Foot Unit; Radar; Invisible; Hidden Nationality
Available to: Freak Attack
Class: Land
Ignore Movement Cost: Forest
AI Strategies: Offense
Flags: All Standard Orders; Load; Airlift; Pillage; Capture

Suicide Soldier (The first out of the three units)
Tech: Masterism
Upgrades To: Elite Freak Master
Shields: 85
Moves: 2
Attack: 14
Defense: 1
HP Bonus: -1
Doesn't Require Support
Resource: Iron
Abilities: Foot Unit; Blitz
Available to: Freak Attack
Class: Land
Ignore Movement Cost: Forest; Jungle
AI Strategies: Offense
Flags: All Standard Orders; Load; Airlift; Pillage; Upgrade; Capture

I'll get to the uber units in a sec.
 
And here we go.

Demi God
Tech: High School
Shields: 450
Moves: 4
Attack: 52
Defense: 64
HP Bonus: 5
Bombard Str.: 15
Range: 0
ROF: 5
Requires Support
Zone of Control
Abilities: Blitz; Radar; Amphibious; Detect Invisiblr: Lethal Land Bombardment
Available to: Senso
Class: Land
AI Strategies: Offense; Defense
Flags: All Standard Orders; Load; Airflift; Pillage; Capture

Power Armor
Tech: High School
Shields: 400
Moves: 3
Attack: 51
Defense: 52
HP Bonus: 3
Bombard Str.: 10
Range: 0
ROF: 3
Requires Support
Zone of Control
Abilities: Blitz; Radar
Available to: GWC
Class: Land
AI Strategies: Offense; Defense
Flags: All Standard Orders; Load; Pillage; Airlift; Capture

Demolisher Dragon
Tech: High School
Shields: 400
Move: 2
Attack: 50
Defense: 50
HP Bonus: 3
Bombard Str.: 10
Range: 0
ROF: 4
Requires Support
Zone of Control
Abilities: Wheeled; Blitz
Available to: Char
Class: Land
Ignore Move Cost: Everything
AI Strategies: Offense; Defense
Flags: All Standard Orders; Load; Airlift; Pillage; Capture


Okay, that's all for now. I'll finish it up soonlike.
 
Back
Top Bottom