[Warlords] Composite XL More of Everything!

Ok build .7 had a SAC Bomber unit... Its mis-named. Its supposed to be the "Enola Gay"
I give it out at Fission now instead of the ICBM... Its nuke is set to 0 which means it performs a nuke but does not cause tons of fallout.

We have a few problems with the unit...

1) It does not fly just explodes on target
2) We do not see mushroom cloud just some text in the on screen logs/popups now it does work properlly buildings are destroyed units are hurt, ect
3) I set a fighter up with 100% intercept, the SAC bomber unit hase 0 evasion. I do not see an intercept.

I tested ICBM's and fighters are not shooting them down, but I did not overload the intercept. I'll test for that...
 
@GRM I forwarded the PM to Impaler to look over as well....
 
If that setup looks good to both of you, I can post it in this thread for community perusal; I may be able to do buttons for the promotions which don't already have acceptable ones, but it would be nice to get one of the graphical folk around here to create buttons of consistent quality for it. I added the Loyalty promotion with the Espionage component in mind, so it may not be doable (or worth doing) until that is more fleshed out.

For interception caps: The most you can get using my system is +25%; if its opted to stick with the air forces mod, I'd recommend using alternate effects for the promotions which would reduce the max. chance of intercept without hindering game balance.
 
@Grm
I think I can get button's made CSamin as done a good deal of them for me.
Frenchman has offered help and theres also some naval ones floading around.

I played a test on the new earth2 last night it was nice.... :)
 
Ket said:
@Grm
I think I can get button's made CSamin as done a good deal of them for me.
Frenchman has offered help and theres also some naval ones floading around.

I played a test on the new earth2 last night it was nice.... :)

Its surprising what a lot of little tweaks can do; I got a really good one the other day with an arabian peninsula, almost fully plains-ed Australia with 3 sheep and an aluminium, a hospitable hilly britain with 1 sheep, and a very attractive indonesia. Of course, the resource placement hasn't been changed, but the terrain distribution has been. Next I will try to improve the non-standard map sizes without affecting standard for the worse.
 
Been enjoying the mod, and played up to 1709AD in a game, and now it hangs on the next turn. Ive reloaded it and its still the same. There are still about 15civs left, and there are a lot if units around, (it was taking a minute or so between turns), but now after several hours nada.
I dont know what information to provide for debugging?
 
stu_allen said:
Been enjoying the mod, and played up to 1709AD in a game, and now it hangs on the next turn. Ive reloaded it and its still the same. There are still about 15civs left, and there are a lot if units around, (it was taking a minute or so between turns), but now after several hours nada.
I dont know what information to provide for debugging?

Post the save from the turn before in this thread, and Ket should get to it when he sees it. This might be a general civ/mod issue, but I'm not well-informed about those.
 
I got the PM Ket forwarded, theirs a lot their and you have obviosly put a lot of thought into it, I'll give some general impressions right now and maybe follow up with some specific feedback once the next version comes out.

I see your trying to eliminate the possibility of a promotion becoming useless in the later parts of the game, sepcificaly the Melle, Ranged and Mounted promotions. I think the best solution would be to redo the Combat types.

Melle + GunPowder -> Infantry
Archery -> Ranged
Mounted + Armor -> Mobile
Seige -> Artilery

I like Navel divisions of Transport, Warships, Submarines (Carriers should be a transport)

I like promotions with very narrow (idealy a single) effect and for their to be consistent mathematical patterns across the various types of promotions. Promotions should be as widly avalible as possible and any duplication should be avoided as much as possible. I think the Reduced ColateralDamage tag could have its own line of promotions that dose just that.

Look at exploring the use of tags that Firaxis has not used such as the Kamikazi tag. I dont think any promotions should be restricted to GG units only, rather thouse promotions are just way high in the Tech Tree. If GG need to give more XP to compensate thats no problem (most people feel its a waste to use GG for leading units as it is)

I think the Medic Promotion should be killed or restricted to specific "Field Medic" units which will be added to the tech tree at various points. Medics should be built specificaly for thouse roles rather then be the result of combat experience (why should all that killing teach them how to heal?)
 
Copied from the Air Forces Thread, this I wrote to Lopez

My sugestions....

Cap Intercept @ 100%, this might mean we lower the intrinisic intercept chances by a bit.

Im famious for Overdesign, you should have seen the guys at Origin beat me over the head when I over designed some of the potter stuff...
So take this with a grain of salt.

Interceptors
------------
ECM I
ECM II
ECM III

Bombers
--------
ECCM I
ECCM 2
ECCM 3

This should also be eventualy used somehow with Naval.

Now what would really make this whole thing complete is stand off conventional weapons and nukes. Using Kaels Fireballs and Ranged Magic Spells we could simulate TLAM's and NTLAM's Have them need to be in a city with "Military Airfield" and depending on tech levels they get either TLAM's or NTLAM's, which absolutly blows away what we have available to us now. And forking off Kael's stuff gives us the A.I. using it at least semi intelligently.

Both of these hybrid units that are created on the fly and launched at target (guidance modifiers GPS was very important for making these thing accurate)

Then we can have a AWACS style unit that has a range effect while its in the air, of adding to ECM and ECCM values as well as guidance and recon allways on.... but easy to shoot down if not protected... HMMM how do we protect it if we have to rebase every turn....

This is a must read page...
http://en.wikipedia.org/wiki/Military_history
http://en.wikipedia.org/wiki/Nuclear_warfare
http://en.wikipedia.org/wiki/Electronic_warfare

Added: 100% Intercept Vs 100% Evade Should = 50% Chance...
 
Impaler[WrG] said:
I got the PM Ket forwarded, theirs a lot their and you have obviosly put a lot of thought into it, I'll give some general impressions right now and maybe follow up with some specific feedback once the next version comes out.

I see your trying to eliminate the possibility of a promotion becoming useless in the later parts of the game, sepcificaly the Melle, Ranged and Mounted promotions. I think the best solution would be to redo the Combat types.

Melle + GunPowder -> Infantry
Archery -> Ranged
Mounted + Armor -> Mobile
Seige -> Artilery

That would make things look cleaner, certainly. I think, however, that the current setup is satisfactory; promotions can apply to more than one unit type, and I've avoided going above 2 types per promotion so as not to clutter things. Also, some units which I think should be reclassified (Elephants come to mind; I would put them as Melee units) which might not fit as well in a simplified combat types system. My original idea had me adding "Soft" and "Hard" unit types specifically for the modern era (and removing "Armored").

Impaler[WrG] said:
I like Navel divisions of Transport, Warships, Submarines (Carriers should be a transport)

The Naval Divisions I had planned for were Transports, Warships, Escorts, and Submarines; one of my central desires was to make 'fleet' stacks more important (Warships providing Naval Cover and siege capacity, Escorts providing visibility/Anti-Aircraft/Anti-Submarine Cover, Transports providing the "functional" part of a fleet [carrying aircraft/troops], and Submarines operating independently to ensure that unescorted ships are destroyed). I also wanted to increase ship movement dramatically, to make naval operations more important. My central worry on that front is AI capacity to understand the need for fleets. (I usually see it running around with one or two units, or a straight 1-to-1 ratio of warships to transports)

Impaler[WrG] said:
I like promotions with very narrow (idealy a single) effect and for their to be consistent mathematical patterns across the various types of promotions. Promotions should be as widly avalible as possible and any duplication should be avoided as much as possible. I think the Reduced ColateralDamage tag could have its own line of promotions that dose just that.

I tried to implement fairly straightforward patterns; however, the higher (in some cases highest) promotions on a given line have increasing returns since they require more tech/promotions/experience to get to. In places where there is more than one effect (usually the highest or next-to-highest level promotion) it is included to give the promotion more flavor, more desirability, as well as trying to make it more 'sensible'...Shock should be a more offensive trait and Cover a more defensive trait, etc. I'll arrange alternate promotion schemes for those which seperate reduced collateral into its own category and try to make things more singular....however, I was actually considering adding more effects to some lines (adding 1 additional promotion each for morale and discipline that expanded their effects).

Impaler[WrG] said:
Look at exploring the use of tags that Firaxis has not used such as the Kamikazi tag.

I didn't know there were any...I'll definitely check it out. I would question whether the AI was capable of dealing with a Kamikaze Promotion, though. What if they attach a great general to their brand new Modern Armor, promptly promote it with kamikaze and attack a Rifleman in an undeveloped civ?

Impaler[WrG] said:
(most people feel its a waste to use GG for leading units as it is)

That is exactly why I have the selection of promotions that only GG-promoted units can use. If you remove those, only the AI will be attaching GGs. I'd rather that the player be tempted into attaching GGs to create a potential super-unit instead of just settling them all as instructors.

Impaler[WrG] said:
I think the Medic Promotion should be killed or restricted to specific "Field Medic" units which will be added to the tech tree at various points. Medics should be built specificaly for thouse roles rather then be the result of combat experience (why should all that killing teach them how to heal?)

A better question is why does a military unit killing another unit in 3000 BC give it experience (and a specific tactical bonus) that lasts until 2000 AD? I consider experience and promotions to be one of the most abstracted parts of the game, and so I don't see any issue with a unit's attached field medics gaining enough experience dealing with wounded soldiers for the unit to get a "Medic I" promotion. I have more of an issue with club-armed tribesmen having a red cross badge :) which is why I made Medic require Biology.
 
Ket, I can't find any options in number of units team. More over, since I've loaded _61, the most big map I can have is Huge. XL, gigantic have disappereared from my customization..help!
 
Look guys give me a few days, My hard drive crashed bad. It wont even spin up to recover. I need to get a new one, on top of it my girlfriend has been sleeping with some other guy for a month now and just left me.

I need to pack her crap up and get a new hard drive, so ill be down for a few days, if someone can look at the save files PLEASE PLEASE PLEASE PLEASE do, and post the results... I'll be checking from work and I'll have a hard drive this friday assuming I can get out to frys. (250gig for 70$) sorry about all this, im pretty hurt at the girl thing, its been 3 years.... but the mod will surivive and ill have GASP more time for it....
 
Yeah, I think I speak for everyone when I say that working on Civ mods should be pretty far down your "to-do" list right now.... good luck with all this turmoil.
 
Ket, we can wait :P

gl
 
You guys are great....
Thank you for the support.

I do have to mention something major, one of our group just sent me via paypal enough cash to pick up a new hard drive, I'm going to try to order one from an online place that takes paypal today. I'm not saying his name at the moment as i dont know if he wants to be anonomious or not but I am completly in shock and in tears over the niceness of this action while ive been having suck a dark week....

Thank you so much...
 
Hello guys, i just dropped by to say "Thanks,Thanks,Thanks" for your great MOD, finally i can enjoy Warlords! Will come back later with found bugs(minor sofar).
Ket, i too now what your going through, hope you recover soon!
 
Im going down to pick up the hard drive right now, its going to take me a bit to re-install everything and then I can start again, unfortunatly I have to roll back to 6.2 which is the last downloadable version thats online, but I have Impaleres New CCCP so all is ok....

Can someone PLEASE PLEASE PLEASE compile me a list of all the issues to look into while im doing the 6.2-7.0 build.
 
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