MagisterCultuum
Great Sage
Yeah, his lips do seem too lightly colored, especially the upper lip which is closer to the place of a mustache. From the picture it seems his lips should be about the same shade as the rest of his skin.
What annoys me is that once you can upgrade to Champions (or any variation thereof) and Rathas, you can no longer build Radiant Guards.
I'm not sure on the Guardsman promo, but I agree that they should be considered disciple units and have an innate 25% city defense bonus (that doesn't carry over on promotion). The only issues with that that I can think of is that Disciple would allow them to take the Medic line of promotions, as well as getting Potency and Mobility from Philosophical leaders. Taking Medic as the first promotion available "out of the box" when built, then maybe just have them stand around until they're needed (accruing even more xp) and then upgrade them to Champions/Vampires with a bunch of free xp, mobility, medic, Blinding Light, etc - it could definately start pushing into the realm of cheese/.
There's a function for that?! Why, after my countless posts about the annoyance of obsolete Radiant Guards haven't anyone said anything!Oh, I forgot to mention. I added bNeverObsolete to my radiant guards too![]()
I start to feel like we've overstayed our welcome.Hey Sez, can we see the new Ratha, too ?
yah, and please do more models! You rock!Hey Sez, can we see the new Ratha, too ?
New Chalid looks 95% perfect, awesome. But I'll second (third?) the comments about the lips. He seems to have a joker thing going on there. If I look really close, it seems like his mouth in in a massve frown, and stretches out to the sides a bit too much.
Would it be possible for you to tweak the face texture, just a little more, sez? Maybe even doing a photofit from the portrait would make things easier.
I loe the cape, and new choice of staff. Much better than the old glowy lollipop
Oh, I forgot to mention. I added bNeverObsolete to my radiant guards too![]()
<UnitInfo> <!-- Radiant Guard -->
<Class>UNITCLASS_RADIANT_GUARD</Class>
<Type>UNIT_RADIANT_GUARD</Type>
<Combat>UNITCOMBAT_DISCIPLE</Combat>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<SeeInvisible>INVISIBLE_LAND</SeeInvisible>
<Description>TXT_KEY_UNIT_RADIANT_GUARD</Description>
<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_RADIANT_GUARD_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_CHAMPION</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_RATHA</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<ReligionType>RELIGION_THE_EMPYREAN</ReligionType>
<StateReligion>RELIGION_THE_EMPYREAN</StateReligion>
<PrereqReligion>RELIGION_THE_EMPYREAN</PrereqReligion>
<PrereqTech>TECH_HONOR</PrereqTech>
<iCost>90</iCost>
<iMoves>1</iMoves>
<iCombat>5</iCombat>
<iCityDefense>25</iCityDefense>
<iConscription>2</iConscription>
<iCultureGarrison>6</iCultureGarrison>
<iAsset>4</iAsset>
<iPower>8</iPower>
<UnitMeshGroups>
<iGroupSize>3</iGroupSize>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>3</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_RADIANT_GUARD</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_SUN2</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
<FreePromotion>
<PromotionType>PROMOTION_GUARDSMAN</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<bNeverObsolete>1</bNeverObsolete>
<iTier>2</iTier>
<iWeaponTierMax>3</iWeaponTierMax>
</UnitInfo>
<ElementType name="LeaderPromotion" content="textOnly"/>
<ElementType name="iLeaderExperience" content="textOnly" dt:type="int"/>
<ElementType name="bAbandon" content="textOnly" dt:type="boolean"/>
<ElementType name="bAutoRaze" content="textOnly" dt:type="boolean"/>
<ElementType name="bDisableUpgradeTo" content="textOnly" dt:type="boolean"/>
<ElementType name="bExplodeInCombat" content="textOnly" dt:type="boolean"/>
<ElementType name="bFreeXP" content="textOnly" dt:type="boolean"/>
<ElementType name="bImmortal" content="textOnly" dt:type="boolean"/>
<ElementType name="bImmuneToDefensiveStrike" content="textOnly" dt:type="boolean"/>[U]
[B] <ElementType name="bNeverObsolete" content="textOnly" dt:type="boolean"/>[/B][/U]
<ElementType name="bNoWarWeariness" content="textOnly" dt:type="boolean"/>
<ElementType name="iCombatDefense" content="textOnly" dt:type="int"/>
<ElementType name="iDefensiveStrikeChance" content="textOnly" dt:type="int"/>
<ElementType name="iDefensiveStrikeDamage" content="textOnly" dt:type="int"/>
<ElementType name="iDurationFromCombat" content="textOnly" dt:type="int"/>
<ElementType name="iEnslavementChance" content="textOnly" dt:type="int"/>
<ElementType name="iFreePromotionPick" content="textOnly" dt:type="int"/>
<ElementType name="iGoldFromCombat" content="textOnly" dt:type="int"/>
<ElementType name="iMinLevel" content="textOnly" dt:type="int"/>
<ElementType name="iMiscastChance" content="textOnly" dt:type="int"/>
<ElementType name="iModifyGlobalCounter" content="textOnly" dt:type="int"/>
<ElementType name="iModifyGlobalCounterOnCombat" content="textOnly" dt:type="int"/>
<ElementType name="iPrereqGlobalCounter" content="textOnly" dt:type="int"/>
<ElementType name="iTier" content="textOnly" dt:type="int"/>
<ElementType name="iWeaponTier" content="textOnly" dt:type="int"/>
<ElementType name="iWithdrawlProbDefensive" content="textOnly" dt:type="int"/>
<ElementType name="DiploVoteType" content="textOnly"/>
<ElementType name="EquipmentPromotion" content="textOnly"/>
<ElementType name="PrereqAlignment" content="textOnly"/>
<ElementType name="PrereqBuildingClass" content="textOnly"/>
<ElementType name="PrereqCivic" content="textOnly"/>
<ElementType name="PromotionFromCombat" content="textOnly"/>
<ElementType name="Image" content="textOnly"/>
<ElementType name="UnitConvertFromCombat" content="textOnly"/>
<ElementType name="iUnitConvertFromCombatChance" content="textOnly" dt:type="int"/>
<ElementType name="UnitCreateFromCombat" content="textOnly"/>
<ElementType name="iUnitCreateFromCombatChance" content="textOnly" dt:type="int"/>
<ElementType name="UpgradeCiv" content="textOnly"/>
<ElementType name="PythonPostCombatLost" content="textOnly"/>
<ElementType name="PythonPostCombatWon" content="textOnly"/>
<ElementType name="DamageType" content="textOnly"/>
<ElementType name="DamageTypeCombat" content="eltOnly">
<element type="DamageType"/>
<element type="iCombat"/>
</ElementType>
<ElementType name="DamageTypeCombats" content="eltOnly">
<element type="DamageTypeCombat" minOccurs="0" maxOccurs="*"/>
</ElementType>
<ElementType name="iAffinity" content="textOnly" dt:type="int"/>
<ElementType name="BonusAffinity" content="eltOnly">
<element type="BonusType"/>
<element type="iAffinity"/>
</ElementType>
<ElementType name="BonusAffinities" content="eltOnly">
<element type="BonusAffinity" minOccurs="0" maxOccurs="*"/>
</ElementType>