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Units Disscusion

Discussion in 'Civ4 Fallout: Tame The Waste (FTTW)' started by Lib.Spi't, Feb 4, 2015.

  1. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
    Feb 12, 2009
    Messages:
    3,708
    Location:
    UK
    The place to discuss New Units and modifications to existing units.

    Unit Entry
    Spoiler :

    Code:
    Values in optional tags are the default that will be applied if the tag is not present
    
    <UnitInfo>
      <Class>UNITCLASS_XXX</Class>
      <Type>UNIT_XXX</Type>
      <UniqueNames>
        <UniqueName>TXT_KEY_XXX</UniqueName>
      </UniqueNames>
      <Special>NO_SPECIALUNIT</Special>
      <Capture>NO_UNIT</Capture>
      <Combat>NO_UNITCOMBAT</Combat>
      <Domain>NO_DOMAIN</Domain>
      <DefaultUnitAI>UNITAI_XXX</DefaultUnitAI>
      <Invisible>NO_INVISIBLE</Invisible>
      <SeeInvisible>NO_INVISIBLE</SeeInvisible>
      <Description>TXT_KEY_UNIT_XXX</Description>
      <Civilopedia>TXT_KEY_UNIT_XXX_PEDIA</Civilopedia>
      <Strategy>TXT_KEY_UNIT_XXX_STRATEGY</Strategy>
      <Help>TXT_KEY_UNIT_XXX_HELP</Help>
      <Advisor>NO_ADVISOR</Advisor>
      <bAnimal>0</bAnimal>
      <bFood>0</bFood>
      <bNoBadGoodies>0</bNoBadGoodies>
      <bOnlyDefensive>0</bOnlyDefensive>
      <bNoCapture>0</bNoCapture>
      <bQuickCombat>0</bQuickCombat>
      <bRivalTerritory>0</bRivalTerritory>
      <bMilitaryHappiness>0</bMilitaryHappiness>
      <bMilitarySupport>0</bMilitarySupport>
      <bMilitaryProduction>0</bMilitaryProduction>
      <bPillage>0</bPillage>
      <bSpy>0</bSpy>
      <bSabotage>0</bSabotage>
      <bDestroy>0</bDestroy>
      <bStealPlans>0</bStealPlans>
      <bInvestigate>0</bInvestigate>
      <bCounterSpy>0</bCounterSpy>
      <bFound>0</bFound>
      <bGoldenAge>0</bGoldenAge>
      <bInvisible>0</bInvisible>
      <bFirstStrikeImmune>0</bFirstStrikeImmune>
      <bNoDefensiveBonus>1</bNoDefensiveBonus>
      <bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
      <bCanMoveImpassable>0</bCanMoveImpassable>
      <bCanMoveAllTerrain>0</bCanMoveAllTerrain>
      <bFlatMovementCost>0</bFlatMovementCost>
      <bIgnoreTerrainCost>0</bIgnoreTerrainCost>
      <bNukeImmune>0</bNukeImmune>
      <bPrereqBonuses>0</bPrereqBonuses>
      <bPrereqReligion>0</bPrereqReligion>
      <bMechanized>0</bMechanized>
      <bRenderBelowWater>0</bRenderBelowWater>
      <bRenderAlways>0</bRenderAlways>
      <bSuicide>0</bSuicide>
      <bSingleBuild>0</bSingleBuild>
      <bLineOfSight>0</bLineOfSight>
      <bHiddenNationality>0</bHiddenNationality>
      <bAlwaysHostile>0</bAlwaysHostile>
      <UnitClassUpgrades>
        <UnitClassUpgrade>
          <UnitClassUpgradeType>NO_UNITCLASS</UnitClassUpgradeType>
          <bUnitClassUpgrade>1</bUnitClassUpgrade>
        </UnitClassUpgrade>
      </UnitClassUpgrades>
      <UnitClassTargets>
        <UnitClassTarget>
          <UnitClassTargetType>NO_UNITCLASS</UnitClassTargetType>
          <bUnitClassTarget>1</bUnitClassTarget>
        </UnitClassTarget>
      </UnitClassTargets>
      <UnitCombatTargets>
        <UnitCombatTarget>
          <UnitCombatTargetType>NO_UNITCOMBAT</UnitCombatTargetType>
          <bUnitCombatTarget>1</bUnitCombatTarget>
        </UnitCombatTarget>
      </UnitCombatTargets>
      <UnitClassDefenders>
        <UnitClassDefender>
          <UnitClassDefenderType>NO_UNITCLASS</UnitClassDefenderType>
          <bUnitClassDefender>0</bUnitClassDefender>
        </UnitClassDefender>
      </UnitClassDefenders>
      <UnitCombatDefenders>
        <UnitCombatDefender>
          <UnitCombatDefenderType>NO_UNITCOMBAT</UnitCombatDefenderType>
          <bUnitCombatDefender>1</bUnitCombatDefender>
        </UnitCombatDefender>
      </UnitCombatDefenders>
      <FlankingStrikes>
        <FlankingStrike>
          <FlankingStrikeUnitClass>NO_UNITCLASS</FlankingStrikeUnitClass>
          <iFlankingStrength>0</iFlankingStrength>
        </FlankingStrike>
      </FlankingStrikes>
      <UnitAIs>
        <UnitAI>
          <UnitAIType>NO_UNITAI</UnitAIType>
          <bUnitAI>1</bUnitAI>
        </UnitAI>
      </UnitAIs>
      <NotUnitAIs>
        <UnitAI>
          <UnitAIType>NO_UNITAI</UnitAIType>
          <bUnitAI>1</bUnitAI>
        </UnitAI>
      </NotUnitAIs>
      <Builds>
        <Build>
          <BuildType>NO_BUILD</BuildType>
          <bBuild>1</bBuild>
        </Build>
      </Builds>
      <ReligionSpreads>
        <ReligionSpread>
          <ReligionType>NO_RELIGION</ReligionType>
          <iReligionSpread>0</iReligionSpread>
        </ReligionSpread>
      </ReligionSpreads>
      <CorporationSpreads>
        <CorporationSpread>
          <CorporationType>NO_CORPORATION</CorporationType>
          <iCorporationSpread>0</iCorporationSpread>
        </CorporationSpread>
      </CorporationSpreads>
      <GreatPeoples>
        <GreatPeople>
          <GreatPeopleType>NO_SPECIALIST</GreatPeopleType>
          <bGreatPeople>1</bGreatPeople>
        </GreatPeople>
      </GreatPeoples>
      <SlaveSpecialistType>N0_SPECIALIST</SlaveSpecialistType>
      <bSlave>0</bSlave>
      <Buildings>
        <Building>
          <BuildingType>NO_BUILDING</BuildingType>
          <bBuilding>1</bBuilding>
        </Building>
      </Buildings>
      <ForceBuildings>
        <ForceBuilding>
          <BuildingType>NO_BUILDING</BuildingType>
          <bForceBuilding>1</bForceBuilding>
        </ForceBuilding>
      </ForceBuildings>
      <HolyCity>NO_RELIGION</HolyCity>
      <ReligionType>NO_RELIGION</ReligionType>
      <StateReligion>NO_RELIGION</StateReligion>
      <PrereqReligion>NO_RELIGION</PrereqReligion>
      <PrereqCorporation>NO_CORPORATION</PrereqCorporation>
      <PrereqBuilding>NO_BUILDING</PrereqBuilding>
      <PrereqTech>NO_TECH</PrereqTech>
      <TechTypes>
        <PrereqTech>NO_TECH</PrereqTech>
      </TechTypes>
      <BonusType>NO_BONUS</BonusType>
      <PrereqBonuses>
        <BonusType>NO_BONUS</BonusType>
      </PrereqBonuses>
      <PrereqOrCivics>
        <PrereqCivic>
          <CivicOption>NO_CIVIC</CivicOption>
          <bPrereq>0</bPrereq>
        </PrereqCivic>
      </PrereqOrCivics>
      <PrereqAndCivics>
        <PrereqCivic>
          <CivicOption>NO_CIVIC</CivicOption>
          <bPrereq>0</bPrereq>
        </PrereqCivic>
      </PrereqAndCivics>
      <PrereqOrTerrain>
        <PrereqTerrain>
          <TerrainType>NO_TERRAIN</TerrainType>
          <bPrereq>0</bPrereq>
        </PrereqTerrain>
      </PrereqOrTerrain>
      <PrereqAndTerrain>
        <PrereqTerrain>
          <TerrainType>NO_TERRAIN</TerrainType>
          <bPrereq>0</bPrereq>
        </PrereqTerrain>
      </PrereqAndTerrain>
      <PrereqVicinityImprovements>
        <PrereqImprovement>
          <ImprovementType>NO_IMPROVEMENT</ImprovementType>
          <bPrereq>0</bPrereq>
        </PrereqImprovement>
      </PrereqVicinityImprovements>
      <PrereqVicinityFeatures>
        <PrereqFeature>
          <FeatureType>NO_FEATURE</FeatureType>
          <bPrereq>0</bPrereq>
        </PrereqFeature>
      </PrereqVicinityFeatures>
      <PrereqVicinityBonus>NO_BONUS</PrereqVicinityBonus>
      <PrereqVicinityBonuses>
        <VicinityBonus>NO_BONUS</VicinityBonus>
      </PrereqVicinityBonuses>
      <PrereqOrBuildingClasses>
        <PrereqOrBuildingClass>
          <BuildingClassType>NO_BUILDINGCLASS</BuildingClassType>
          <bPrereqBuildingClass>0</bPrereqBuildingClass>
        </PrereqOrBuildingClass>
      </PrereqOrBuildingClasses>
      <PrereqNotBuildingClasses>
        <PrereqNotBuildingClass>
          <BuildingClassMustNotHave>NO_BUILDINGCLASS</BuildingClassMustNotHave>
          <bPrereqNot>0</bPrereqNot>
        </PrereqNotBuildingClass>
      </PrereqNotBuildingClasses>
      <iPrereqPopulation>0</iPrereqPopulation>
      <PrereqCultureLevel>NO_CULTURE</PrereqCultureLevel>
      <bPrereqPower>0</bPrereqPower>
      <bPrereqVault>0</bPrereqVault>
      <bPrereqNoVault>0</bPrereqNoVault>
      <ProductionTraits>
        <ProductionTrait>
          <ProductionTraitType>NO_TRAIT</ProductionTraitType>
          <iProductionTrait>0</iProductionTrait>
        </ProductionTrait>
      </ProductionTraits>
      <Flavors>
        <Flavor>
          <FlavorType>NO_FLAVOR</FlavorType>
          <iFlavor>1</iFlavor>
        </Flavor>
      </Flavors>
      <iAIWeight>0</iAIWeight>
      <iCost>-1</iCost>
      <iPopulationCost>0</iPopulationCost>
      <iEnslaveCount>0</iEnslaveCount>
      <iHurryCostModifier>0</iHurryCostModifier>
      <iAdvancedStartCost>-1</iAdvancedStartCost>
      <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
      <iMinAreaSize>-1</iMinAreaSize>
      <iMoves>0</iMoves>
      <bNoRevealMap>0</bNoRevealMap>
      <iAirRange>0</iAirRange>
      <iAirUnitCap>0</iAirUnitCap>
      <iDropRange>0</iDropRange>
      <iNukeRange>-1</iNukeRange>
      <iWorkRate>0</iWorkRate>
      <iBaseDiscover>0</iBaseDiscover>
      <iDiscoverMultiplier>0</iDiscoverMultiplier>
      <iBaseHurry>0</iBaseHurry>
      <iHurryMultiplier>0</iHurryMultiplier>
      <iBaseTrade>0</iBaseTrade>
      <iTradeMultiplier>0</iTradeMultiplier>
      <iGreatWorkCulture>0</iGreatWorkCulture>
      <iEspionagePoints>0</iEspionagePoints>
      <TerrainImpassables/>
      <FeatureImpassables/>
      <TerrainPassableTechs/>
      <FeaturePassableTechs/>
      <iCombat>0</iCombat>
      <iCombatLimit>0</iCombatLimit>
      <iAirCombat>0</iAirCombat>
      <iAirCombatLimit>0</iAirCombatLimit>
      <iXPValueAttack>0</iXPValueAttack>
      <iXPValueDefense>0</iXPValueDefense>
      <iFirstStrikes>0</iFirstStrikes>
      <iChanceFirstStrikes>0</iChanceFirstStrikes>
      <iInterceptionProbability>0</iInterceptionProbability>
      <iEvasionProbability>0</iEvasionProbability>
      <iWithdrawalProb>0</iWithdrawalProb>
      <iCollateralDamage>0</iCollateralDamage>
      <iCollateralDamageLimit>0</iCollateralDamageLimit>
      <iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
      <iCityAttack>0</iCityAttack>
      <iCityDefense>0</iCityDefense>
      <iAnimalCombat>0</iAnimalCombat>
      <iHillsAttack>0</iHillsAttack>
      <iHillsDefense>0</iHillsDefense>
      <TerrainNatives>
        <TerrainNative>
          <TerrainType>NO_TERRAIN</TerrainType>
          <bTerrainNative>1</bTerrainNative>
        </TerrainNative>
      </TerrainNatives>
      <FeatureNatives>
        <FeatureNative>
          <FeatureType>NO_FEATURE</FeatureType>
          <bFeatureNative>1</bFeatureNative>
        </FeatureNative>
      </FeatureNatives>
      <RouteNatives>
        <RouteNative>
          <RouteType>NO_ROUTE</RouteType>
          <bRouteNative>1</bRouteNative>
        </RouteNative>
      </RouteNatives>
      <RouteImpassables>
        <RouteImpassable>
          <RouteType>NO_ROUTE</RouteType>
          <bRouteImpassable>1</bRouteImpassable>
        </RouteImpassable>
      </RouteImpassables>
      <RouteIgnores>
        <RouteIgnore>
          <RouteType>NO_ROUTE</RouteType>
          <bRouteIgnore>1</bRouteIgnore>
        </RouteIgnore>
      </RouteIgnores>
      <RouteSubstitutes>
        <RouteSubstitute>
          <RouteType>NO_ROUTE</RouteType>
          <SubstituteRouteType>NO_ROUTE</SubstituteRouteType>
        </RouteSubstitute>
      </RouteSubstitutes>
      <TerrainAttacks>
        <TerrainAttack>
          <TerrainType>NO_TERRAIN</TerrainType>
          <iTerrainAttack>0</iTerrainAttack>
        </TerrainAttack>
      </TerrainAttacks>
      <TerrainDefenses>
        <TerrainDefense>
          <TerrainType>NO_TERRAIN</TerrainType>
          <iTerrainDefense>0</iTerrainDefense>
        </TerrainDefense>
      </TerrainDefenses>
      <FeatureAttacks>
        <FeatureAttack>
          <FeatureType>NO_FEATURE</FeatureType>
          <iFeatureAttack>1</iFeatureAttack>
        </FeatureAttack>
      </FeatureAttacks>
      <FeatureDefenses>
        <FeatureDefense>
          <FeatureType>NO_FEATURE</FeatureType>
          <iFeatureDefense>1</iFeatureDefense>
        </FeatureDefense>
      </FeatureDefenses>
      <UnitClassAttackMods>
        <UnitClassAttackMod>
          <UnitClassType>NO_UNITCLASS</UnitClassType>
          <iUnitClassMod>0</iUnitClassMod>
        </UnitClassAttackMod>
      </UnitClassAttackMods>
      <UnitClassDefenseMods>
        <UnitClassDefenseMod>
          <UnitClassType>NO_UNITCLASS</UnitClassType>
          <iUnitClassMod>0</iUnitClassMod>
        </UnitClassDefenseMod>
      </UnitClassDefenseMods>
      <UnitCombatMods>
        <UnitCombatMod>
          <UnitCombatType>NO_UNITCOMBAT</UnitCombatType>
          <iUnitCombatMod>0</iUnitCombatMod>
        </UnitCombatMod>
      </UnitCombatMods>
      <UnitCombatCollateralImmunes>
        <UnitCombatCollateralImmune>
          <UnitCombatType>NO_UNITCOMBAT</UnitCombatType>
          <iUnitCombatCollateralImmune>1</iUnitCombatCollateralImmune>
        </UnitCombatCollateralImmune>
      </UnitCombatCollateralImmunes>
      <DomainMods>
        <DomainMod>
          <DomainType>NO_DOMAIN</DomainType>
          <iDomainMod>0</iDomainMod>
        </DomainMod>
      </DomainMods>
      <BonusProductionModifiers>
        <BonusProductionModifier>
          <BonusType>NO_BONUS</BonusType>
          <iProductonModifier>0</iProductonModifier>
        </BonusProductionModifier>
      </BonusProductionModifiers>
      <iBombRate>0</iBombRate>
      <iBombardRate>0</iBombardRate>
      <SpecialCargo>NO_SPECIALUNIT</SpecialCargo>
      <DomainCargo>NO_DOMAIN</DomainCargo>
      <iCargo>0</iCargo>
      <iConscription>0</iConscription>
      <iCultureGarrison>0</iCultureGarrison>
      <iExtraCost>0</iExtraCost>
      <iAsset>0</iAsset>
      <iPower>0</iPower>
      <UnitMeshGroups>
        <iGroupSize>1</iGroupSize>
        <fMaxSpeed>1.0</fMaxSpeed>
        <fPadTime>1</fPadTime>
        <iMeleeWaveSize>1</iMeleeWaveSize>
        <iRangedWaveSize>1</iRangedWaveSize>
        <UnitMeshGroup>
          <iRequired>1</iRequired>
          <EarlyArtDefineTag>ART_DEF_UNIT_XXX</EarlyArtDefineTag>
        </UnitMeshGroup>
      </UnitMeshGroups>
      <FormationType>NO_FORMATION_TYPE</FormationType>
      <HotKey></HotKey>
      <bAltDown>0</bAltDown>
      <bShiftDown>0</bShiftDown>
      <bCtrlDown>0</bCtrlDown>
      <iHotKeyPriority>0</iHotKeyPriority>
      <FreePromotions>
        <FreePromotion>
          <PromotionType>NO_PROMOTION</PromotionType>
          <bFreePromotion>0</bFreePromotion>
        </FreePromotion>
      </FreePromotions>
      <LeaderPromotion>NO_PROMOTION</LeaderPromotion>
      <iLeaderExperience>0</iLeaderExperience>
      <iOrderPriority>0</iOrderPriority>
      <TraitCounterMods>
        <TraitCounterMod>
          <TraitType>NO_TRAIT</TraitType>
          <iCounterMod>0</iCounterMod>
        </TraitCounterMod>
      </TraitCounterMods>
    </UnitInfo>
     
  2. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
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  3. clanky4

    clanky4 Emperor

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    I don't know if these changes have been made yet but. The early robots: protectrons, eyebots: should probably need less advanced resources than the later robots. And Liberty Prime, or whatever hes called in game, should be immune to first strikes, and not die when he attacks.
     
  4. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
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    Yeah I haven't quite worked out where Robots should fall in the time line of the game, as in when each should be available.

    My plan at the moment is that they won't be buildable till much later, but there will be ways of acquiring robots by other means. Like events.

    Yeah Liberty Prime needs an overhaul of his stats. Those were just numbers I threw in as it was just a place holder when I put it in. To show that it would be in game.

    The other thing that eventually needs to come is some anti prime content. Like the tactical nuclear satellites.
     
  5. clanky4

    clanky4 Emperor

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    What did you have in mind?
     
  6. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
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    Mostly variations on themes. I mentioned it a few times before.

    Stuff like differences between DOp, Security and Military Units.

    To help them visually stand out from each other on the map, so DOps would be criminally, 'shady' or 'Black Opsy' depending on how advanced they are.

    Security would look more like Cops, Border Patrol Guards, and more civilian style vehicles woth Cop style paint jobs etc.

    Military would just be ever more professional looking in terms of uniforms and equipment.

    Other things are stuff like seeing if we can source something that looks more like a vertibird, then making various versions of it for, attack craft, transport, police, stealth, etc.

    It's really going through the lists of units in the pedia and asking the questions:

    Does this look Fallouty?
    Does this look like what it says it is?
    Does this look exactly like the other units in the game?

    It is just about trying to make everything as visually diverse as we can.

    Then there is also the 'Art styles' for each faction, and looking to make them as visually unique as possible.

    I haven't really thought much about unit art in a while, currently trying to run down all the little jobs that need doing to finish off A5 and put back in any bits and peices that are missing or just wrong, trying to get everything up to scratch for the best release yet!

    I know I posted some links to little bits and pieces in the past, in possibly the group unit thread.

    Stuff like medic bags for doctor and medic units.

    I think I posted a link to the Mako APC from mass effect that someone made as a possible 'Security' APC variant.

    Stuffs like that..
     
  7. clanky4

    clanky4 Emperor

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    So what I'm hearing is that we NEED to find a fedora and cigar. And make every criminal unit look like this:




    There are actual vertibirds now.



    If RL can have them why can't we?


    There are actual doctor and medic units in C2C. I searched them on the download center and didn't find them individually though.
     
  8. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

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    Yeah, in F2 New reno actually had some 'made men' sprites that were pin-striped suit and fedora, some even had tommy guns. I couldn't find an image that I could snatch.

    But I saw this and thought of you.

    Ospreys are cool but they have been around for donkey's ears now.

    My hope is that we will one day be able to get a sprite of the proper verti-bird with bulbous cockpi and slightly wonky propeller blades.

    Medic Bag

    That is a link to the medic bag and some other bits and bobs.
     

    Attached Files:

  9. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

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    Some Vehicles

    We could maybe do some post apocalyptic make overs on these, the truck in the middle could also be used in conjunction with infantry types, to make a motorised unit, that has speed but lacks the other benefits of the APC mounted Units.

    The F3 lore talks about the NCR having a Motorised Brigade.

    Some Guns

    Mako APC
     
  10. clanky4

    clanky4 Emperor

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    http://forums.civfanatics.com/downloads.php?do=file&id=23829

    I do recall seeing a unit with a fedora. I think it was the same unit which I got the base for the new reno missionary. Now I just need to find a cigar. Has anyone made a castro leaderhead?

    wait a minute that survivor militia with the shotgun has a cigar doesn't he?

    Fallout Tame the Wastes with ponies. The perfect plan.
     
  11. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

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    Vertibird.

    Awwww Yeah!

    I'll add that jazz in when I get back to modding next week.
     
  12. clanky4

    clanky4 Emperor

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    What if the Chicago gangster units were all sepia?
     
  13. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

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  14. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

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    Hey clanky,

    How would you once again feel like taking a simple but somewhat headache inducing task off my hands, and adding the art infos to all of the vertibird units for your new vertibird art?

    This includes all of the vertibird transport variants, etc.

    If you are willing, I have added the unitinfo and artinfo file here for you, it is probably not that out of date from any previous you have, but the less differences the better from my merge end.

    I am just finding my never shrinking list of things to get done for patch 2 a bit daunting and exhausting, but at the same time would love to see it progressing..

    On the bright side I found out how barb spawning is done for python events, it is all contained in one block of code, and there are a few examples of it, I just have to copy paste a new entry for each spawn event and tweak to contain the appropriate units.

    I copied down the needed info so I wouldn't forget it again!!

    I have also (hopefully) fixed the promotion tree for sniper type units, I am still trying to wrap my head around who else needs free Tag! promotions adding back in..

    and on and on and on! :D

    There is no great rush for the xml, especially if you are secretly chipping away at some more units, or secretly moonlighting on a Village resource value mod!

    That's right..... I know what you have been up to!! :p
     

    Attached Files:

  15. clanky4

    clanky4 Emperor

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    The vertibirds were only using around 5 art def tags.

    What village resources? :mischief: thats silly
     
  16. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

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    I guess my exhaustional state is making every task seem larger than it is!
     
  17. clanky4

    clanky4 Emperor

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    I forgot to link the files. They are there now.
     
  18. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

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    Nice one!

    I think I count 6 or 7 vertibirds in my head...

    MK1
    Soldier Transport
    Fighter Transport
    Guard Transport
    Police
    Gunship
    Stealth with Stealth Armour Team.

    In my head I just kept thinking ugh I have to add the Unit art entry, and the files then I have to search for the vertibirds! Ugh! :D
     
  19. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
    Feb 12, 2009
    Messages:
    3,708
    Location:
    UK
    I just opened it up, and it says they are identical?!?

    did you accidentally post up the version I sent rather than your changes, or am I missing something?!?

    I am very sleepy so my brain is not in puzzle solving mode! :D
     
  20. Lib.Spi't

    Lib.Spi't Overlord of the Wasteland

    Joined:
    Feb 12, 2009
    Messages:
    3,708
    Location:
    UK

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