Workers

ok, now I gave every worker some iCombat and the Canonlydefend tag. Lets wee where we go, so far no crash :)

Anyhow: Is it on purpose that the stats for clones and androids are listed both in the main Civ4UnitInfos.xml and the worker_upgrades_CIV4UnitInfos.xml in zzExperimental?

Yes. The what they can build, upgrades and changed worker rates are the only things different in the worker_upgrades files.

It turns out, as expected, that the stuff in builds is additive with the builds in the core file so my attempt to reduce the amount of old stuff that they can do has failed in the experiment but will work when I move it into the core files. Lets face it. the whole idea was some inspiration about something that was bugging me, I still need to do all the persperation to make it work. ;)
 
Workers in Civ II and III could Defend themselves. And in Early RoM, iirc, they did too.

JosEPh :D
 
Whats the deal with the undead Worker from Voodoo religion? He seems to build stuff faster than a normal worker but there are some things he can't build ( the very early lumbermill (lumberjack?) improvements seem to be one of them missing )
 
Whats the deal with the undead Worker from Voodoo religion? He seems to build stuff faster than a normal worker but there are some things he can't build ( the very early lumbermill (lumberjack?) improvements seem to be one of them missing )

While we are talking about these I think they should be called like "Entranced Workers" or something since they really are not "undead" in the supernatural sense.
 
I've mentioned this before in a C2C thread and I'll do so again (although I'm sure I got a "it can't be done" type answer.....but what about worker promotions? XP gained from improving/building things.....and each "level" (upgrade) of a worker being able to build new things. so a gatherer can only make the first few improvements (at the cost of it's existence) a worker can make farms/cottages/mines (level 1 improvements), the "animal" workers do the same but faster and then the workers above that can do level 2/level 3 improvements (depending upon tech and such).

Also a cosmetic thing, why would the final teir of workers still be humanoid?, why not have clearly mechanincal workers, somewhat like the final teir of workboat is (was?) the contruction ship from the Final Frontier mod?

Oh....and with my current play-through of C2C I've noticed that I can build beacons on reef tiles, any plans to make any other early game tile improvements, otherwise there's little else you can do on the water barring tunnels and the artifical things you can build late game......although I have to be honest I'm not sure what would be built?
 
I've mentioned this before in a C2C thread and I'll do so again (although I'm sure I got a "it can't be done" type answer.....but what about worker promotions? XP gained from improving/building things.....and each "level" (upgrade) of a worker being able to build new things. so a gatherer can only make the first few improvements (at the cost of it's existence) a worker can make farms/cottages/mines (level 1 improvements), the "animal" workers do the same but faster and then the workers above that can do level 2/level 3 improvements (depending upon tech and such).

Yes it can be done but it causes rare and random CTDs.

Also a cosmetic thing, why would the final teir of workers still be humanoid?, why not have clearly mechanincal workers, somewhat like the final teir of workboat is (was?) the contruction ship from the Final Frontier mod?

Point to the graphics and we shall see. There is only so much a person can do and still "have a life".:mischief:

Oh....and with my current play-through of C2C I've noticed that I can build beacons on reef tiles, any plans to make any other early game tile improvements, otherwise there's little else you can do on the water barring tunnels and the artifical things you can build late game......although I have to be honest I'm not sure what would be built?

Thanks. I was trying to get the damage or speed changed but haven't figured that bit out yet.

The AI can't handle water improvements, yet. In fact I think the automatic work boats get broken somewhere along the way. I had 4 sitting over a fish resource and none of them making fishing boats.
 
The AI can't handle water improvements, yet. In fact I think the automatic work boats get broken somewhere along the way. I had 4 sitting over a fish resource and none of them making fishing boats.

if you have save game with that state post it please
 
Point to the graphics and we shall see. There is only so much a person can do and still "have a life".

Tell me about it, working regular 12 hour shifts, barely enough time to get 1-2 hours of Civ in a night....however do I cope? :-D....although by that I take it that new GFX for workers are in the plans, but are low priority, I can understand that, shame that worker promotions cause CTDs though...oh well, I'd rather have a stable game than fancy features....although both would be better!!
 
Whats the deal with the undead Worker from Voodoo religion? He seems to build stuff faster than a normal worker but there are some things he can't build ( the very early lumbermill (lumberjack?) improvements seem to be one of them missing )

Ah yeah I did a game with voodoo as my state religion only to find the undead workers couldn't drain swamps like normal workers which was a bit of a drawback in terms of how useful they were, given that my starting position was in a swampy area of map - but this was a couple of versions ago so I don't know what the situation is now. With the new terrain I don't seem to get so many squares of swamp (thank goodness!)
 
In fact I think the automatic work boats get broken somewhere along the way. I had 4 sitting over a fish resource and none of them making fishing boats.
If they're automated then once you can make sea tunnels they route-to to wherever the resource is. Tunnels take a long time to build, maybe that's what they are doing?
 
Ah yeah I did a game with voodoo as my state religion only to find the undead workers couldn't drain swamps like normal workers which was a bit of a drawback in terms of how useful they were, given that my starting position was in a swampy area of map - but this was a couple of versions ago so I don't know what the situation is now. With the new terrain I don't seem to get so many squares of swamp (thank goodness!)

They have not been updated since before swamps. I forgot about them entirely.:blush:
 
Well I turned on the option not to cut down forests.. later I turned it back on as after they run out of other stuff to do they go back to their ancient evil religion... Fortress Building, With the 'don't chop down forests' option they skip lumbjacks and build fortressess on every single forest surrounding your cities. Its bad enough that they spam fortresses on otherwise unusable square... starting with ones directly adjacent to your cities. I haven't seen if they practice their FB religion of Evil and endlessly claim ice/desert so they can have more spots to practice FB yet as they use to back in v10, but I'm sure that they will.

At the least their should be an option to disable workers building unpromtied fottresses. They take up far to much time and often exist to provide fortified invasion routes directly to my cities. Seriously FB is a industry squishing religion of fanatics... I refuse to think of fortresses as a drug. At least they don't appear to do that thing where they build multiple endless fortresses (2 different ones at the same time) on the same square in fanatic contesting with each other any more.
 
Well I turned on the option not to cut down forests.. later I turned it back on as after they run out of other stuff to do they go back to their ancient evil religion... Fortress Building, With the 'don't chop down forests' option they skip lumbjacks and build fortressess on every single forest surrounding your cities. Its bad enough that they spam fortresses on otherwise unusable square... starting with ones directly adjacent to your cities. I haven't seen if they practice their FB religion of Evil and endlessly claim ice/desert so they can have more spots to practice FB yet as they use to back in v10, but I'm sure that they will.

At the least their should be an option to disable workers building unpromtied fottresses. They take up far to much time and often exist to provide fortified invasion routes directly to my cities. Seriously FB is a industry squishing religion of fanatics... I refuse to think of fortresses as a drug. At least they don't appear to do that thing where they build multiple endless fortresses (2 different ones at the same time) on the same square in fanatic contesting with each other any more.

Yes, for some reason the AI thinks forts are the improvement of choice.
 
I'm having serious issues with the Great Farmer... it instantly goes off to turn a fort only square into horses by my capital and then somehow ends up going from 1 turn or something into 126 turns... it only takes 77 turn to complete any other project.

For more fun with the FB religion... I just sacked a barbarian city and after it finishes converting to my state religion, "its not fun the ninth time guys... its just depressing", a random worker will go on a solo vision quest by roading all the way to the ruins and building a fort there.... "FB is not the state religion you tools!"

I think its an Order of Operation Error and back to what I mentioned with the lack of a turn phase for things like this.
 
So in the game right now it has ..

- Gatherer (Speed 1)
- Worker (Speed 2)
- Entranced Worker (Speed 2)
- Fast Worker (Speed 3)
- Work Mule (Speed 2)
- Work Elephant (Speed 2)
- Industrial Era Worker (Speed 2)
- Modern Era Worker (Speed 2)
- Clones (Speed 3)
- Android (Speed 3)

What's the point of upgrading to anything except ones that give you say 3 speed.

I thought they were suppose to move faster. Something like ...

- Gatherer (Speed 1)
- Worker (Speed 2)
- Entranced Worker (Speed 2.5)
- Fast Worker (Speed 3)
- Work Mule (Speed 3.5)
- Work Elephant (Speed 3.5)
- Industrial Era Worker (Speed 4)
- Modern Era Worker (Speed 4.5)
- Clones (Speed 5)
- Android (Speed 5.5)
 
They work faster don't they, rather than move faster, that you achieve via the roads they build....although it seems a little bad to have the fast worker capable of doing work at the same speed as the top-end workers.
 
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