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Unit Healing rates

Discussion in 'C2C mod mods' started by Toffer90, May 27, 2015.

  1. Toffer90

    Toffer90 C2C Modder

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    That is more or less how it's supposed to work now (the original idea behind disease property). Alternatively one could add a mix of bonus and penalty for too low diseases as well like "obsessive cleanliness" that give positive health at the cost of other things like negative happiness, less productivity or something. I think this might be annoying as one has to keep an even tighter watch on property values.
     
  2. Toffer90

    Toffer90 C2C Modder

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    Off topic... wait, this will actually be on topic:

    What do people think about "my take on promotions"? is there things here that anyone would like to see in the SVN?

    There would be three main things to consider:
    1. Structure of promotion availability
    2. Promotion rebalancing
    3. Unit rebalancing (hunter, recon, strike teams)


    EDIT: v0.9.2

    -Mostly refinements to the unit tweaking I started on in the last version.
    -Some changes to some promotions, don't rember what atm.
     
  3. JosEPh_II

    JosEPh_II TBS WarLord

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    @Toffer,
    Yes we did hijack your modmod thread, sorry. :blush:

    I'm going to start a new thread for Modmod Diseases. All further discussion should take place there not here.

    JosEPh :)
     
  4. Toffer90

    Toffer90 C2C Modder

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    v0.9.3
    • Buffed Combat promo line. See OP table.
    • Integrated alberts2 recent SVN changes to units.
    • Other unit tweaks
     
  5. Toffer90

    Toffer90 C2C Modder

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    v0.9.3.1
    Made the tracker unit require master hunter building again.
     
  6. Toffer90

    Toffer90 C2C Modder

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    v0.9.3.2

    Nerfed Master hunters the same way I nerfed regular hunters.
     
  7. Toffer90

    Toffer90 C2C Modder

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    v0.9.3.3

    -Small tweaks here and there to units and promotions. Healer units now have a small withdrawal chance.
     
  8. Toffer90

    Toffer90 C2C Modder

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    v0.9.4

    -Made stat changes to all animals that are in core (I also made many changes to combat classes so there will be some oddities with animals that are still modulars), and to lots of regular units.

    -All unagressive animals are now unable to attack
    -All recons can now attack too, but with an attack penalty to strength.
    -Tweaked some promotions further.
     
  9. Dancing Hoskuld

    Dancing Hoskuld Chieftain

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    Been tried a couple of times before. It basically meant you can't capture those animals.

    Hopefully your changes wont cause the same problem.

    Further erodes Right of Passage which allows any unit which can't attack to enter cultural borders. Scouts, explorers and other recon wont be able to enter the borders now.

    Right of Passage agreement is broken. Two things broke it
    1) Criminal Units

    2) multiple combat classes for units​
    Perhaps we should get rid of Right of Passage!
     
  10. Arakhor

    Arakhor Dremora Courtier Moderator

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    I quite like the idea of Right of Passage, but in practice, any civ that signs RoP is also willing to sign OB (and vice versa), so it doesn't mean that much.
     
  11. Dancing Hoskuld

    Dancing Hoskuld Chieftain

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    I'm not! However RoP should come much earlier then OB unless that got changed to Writing also:mad:.
     
  12. Arakhor

    Arakhor Dremora Courtier Moderator

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    Writing is Open Borders and Tech Trading, not RoP. :)
     
  13. Dancing Hoskuld

    Dancing Hoskuld Chieftain

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    Thinking on it this will further hamper the AI because the hunting method they use is similar to the auto hunt function that relies on the animal attacking the hunter.
     
  14. Yudishtira

    Yudishtira Spiritual/Creative

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    Why is two wrongs considered to make a right around here? Break it, then get rid of it rather than fixing it.

    Not the right place perhaps, but what specifically about Right of Passage makes it 'broken'?

    But they are not the same thing. At present in my Copper Age Celts game, there's no way I want military units swarming through my lands, but in the interests of friendly relations :rolleyes: I may allow unescorted guides (and merchants if it applies to them) to come for my ambushers to feast on.
     
  15. Dancing Hoskuld

    Dancing Hoskuld Chieftain

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    It is broken because it only lets non combat units through but there are no longer any non combat units with all the new combat classes.

    You can use criminal units to kill other nations non combat units without any effect basically getting the benefit of a RoP but with the ability to stop them using it. There should be a diplomatic penalty if a non combat unit gets killed by any criminal unit, including Warlords and Bandit units. After all you said it was safe for the nation to send non combat units so you are responsible for their safety.

    Get rid of it - yes lets get rid of criminals and other unknown nationality units....
     
  16. Toffer90

    Toffer90 C2C Modder

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    Would one always get hunting kill instead of subduing animals that cannot attack?

    I've reduced most animals withdrawal rate, except for some specific birds. I've introduced damage resistance, armor piercing, repell and knockback to animals and early units too.

    I didn't consider this at all....

    But as you said, RoP is broken and should perhaps be temporarily removed from the game until fixed properly.
     
  17. alberts2

    alberts2 Chieftain

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    RoP was first so all the stuff that broke it should be temporarily removed not the other way around.

    RoP lets UnitsOnlyDefensive or with zero base Combat strenght enter so maybe it should be expanded
    • to just don't let Units with certain combat classes like UNITCOMBAT_CRIMINAL enter
    • or a new UnitCombatInfo tag could be added to specify the combat classes which make units unable to enter
     
  18. Toffer90

    Toffer90 C2C Modder

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    Sure criminals could easily be temporarily removed instead, but I imagine it would be a hell of a work to remove all the new combat classes temporarily.
     
  19. Arakhor

    Arakhor Dremora Courtier Moderator

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    Criminals have very occasional uses, such as removing a warlord from a fort that has been randomly built in your territory, but otherwise I'd be happy to see them removed.

    As for RoP and OB, I don't instantly follow up with OB either, but I meant that the AI seems to treat them as one and the same.
     
  20. alberts2

    alberts2 Chieftain

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    Those issues should have been figured out before those features where added.

    RoP should use the effective combat strenght of a unit not just the base combat strenght. That way it would be aware of combat strenght changes from combat classes.

    But criminals affect not just RoP they cause the same issues with OpenBorders. That is why they should be removed or maybe cost alot gold per turn to make using them less effective.
     

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