Workers

Formating it as "210% improvement building speed" or something would maybe be a bit clearer, but as long as the number is there it's good.

It is not a percentage and it does not include tech and building adjustment to worker speed. The easiest way current;y is just to compare how long it takes the unit to build stuff.
 
I see one difference in these workers: Tree Nursery?? but they cost the same, and look the same, just different name??

Also what happened to the Early Food Merchant, I really liked that one, it worked great??(pic3)
 
AA Workers cost the same but work slower than the other types of animal workers. Since they upgrade to all three they will appear in the list if you can't build all three in that city. The good news is they should be very cheep to upgrade.

As I said in the SVN thread, I turned the Food caravans off because there is no AI and I am not sure they are useful.
 
AA Workers cost the same but work slower than the other types of animal workers. Since they upgrade to all three they will appear in the list if you can't build all three in that city. The good news is they should be very cheap to upgrade.

As I said in the SVN thread, I turned the Food caravans off because there is no AI and I am not sure they are useful.

OK must have "skimmed" over that part:blush: But as i was saying i really like the Food Caravans, alot. They really bolster your level ups, which i like.

Workers Q: Again one is missing certain builds???
 
All the animal+worker units have exactly the same builds. :confused:

Thats why i put those first 2 pics up, 1st one has a tree nursery and the second one doesn't??
 
AA Workers cost the same but work slower than the other types of animal workers. Since they upgrade to all three they will appear in the list if you can't build all three in that city. The good news is they should be very cheep to upgrade.

I see - they must be sparrow-assisted workers :mischief:
 
@Koshling/AIAndy:

I've added quite a bit of code in my working copy for Promotions that give bonuses to work rates on specific terrains and featues, but I've run into a rather annoying problem.

It seems that Firaxis, in their infinite wisdom, did NOT make Work Rate a variable on the unit object, with change, get, and set methods, like most stats have. Instead they just made the function WorkRate() which returns the work rate of the unit. The lack of a variable on the unit for that however makes it rather hard to use ProcessPromotion() to implement this, and adding a variable for work rate is a low-level change that would affect many things. Are there any good ways around this mess?
 
@Koshling/AIAndy:

I've added quite a bit of code in my working copy for Promotions that give bonuses to work rates on specific terrains and featues, but I've run into a rather annoying problem.

It seems that Firaxis, in their infinite wisdom, did NOT make Work Rate a variable on the unit object, with change, get, and set methods, like most stats have. Instead they just made the function WorkRate() which returns the work rate of the unit. The lack of a variable on the unit for that however makes it rather hard to use ProcessPromotion() to implement this, and adding a variable for work rate is a low-level change that would affect many things. Are there any good ways around this mess?

Not really. Adding the vaiable to units shouldn't really be hard though. Look at all the unit values TB added in the combat mod., and the one you need will have far more focussed interactions.
 
Not really. Adding the vaiable to units shouldn't really be hard though. Look at all the unit values TB added in the combat mod., and the one you need will have far more focussed interactions.

OK, that was what I was afraid of. I'm not too good with teh save stuff, but now is as good a time to learn as ever.
 
It's actually really easy ls612. As Koshling stated, I've left a great deal of examples for just about any given situation. If you do a search for TB Combat Mod throughout CvUnit, you'll quickly see a few. Just find one that is comparable to the type of tag(s) your working with and duplicate the approach.
 
My apologies if this has been brought up already, I searched the thread but I didn't see anything on it. It seems that the "new world" civs get screwed with the animal workers, since water buffalo, elephants (save the rare mammoths, but they didn't seem to let me access elephant workers), and mules are all old world. Or at least that's how it is with the GEM. I'm surprised there aren't bison & llama workers as well. As of now my poor Apache are stuck with regular workers. Not the end of the world, but it would be nice to have the option.
 
@Dancing Hoskuld

What about just these?

1. Dog Worker
2. Mule Worker (Rocky)
3. Oxen Worker (Wetlands)
4. Elephant Worker (Jungle)
5. Mammoth Worker (Polar)
6. Horse Worker (Plains)
7. Camel Worker (Desert)
8. Llama Worker (Peak)

Each cover a different area and have map resources (except for the dog). Also 2,3 and 4 are already made. The rest we have graphics for (still would need buttons).

Are you going to do these or do you want someone else to work on them? Note I would also like either your Animal Assisted Worker to be removed or replaced as the "Dog Worker".
 
My apologies if this has been brought up already, I searched the thread but I didn't see anything on it. It seems that the "new world" civs get screwed with the animal workers, since water buffalo, elephants (save the rare mammoths, but they didn't seem to let me access elephant workers), and mules are all old world. Or at least that's how it is with the GEM. I'm surprised there aren't bison & llama workers as well. As of now my poor Apache are stuck with regular workers. Not the end of the world, but it would be nice to have the option.

The generic Animal Assisted Worker represents all these and oxen too.

@Dancing Hoskuld



Are you going to do these or do you want someone else to work on them? Note I would also like either your Animal Assisted Worker to be removed or replaced as the "Dog Worker".

No.:) There is no way to have such specialised workers, yet.
 
My apologies if this has been brought up already, I searched the thread but I didn't see anything on it. It seems that the "new world" civs get screwed with the animal workers, since water buffalo, elephants (save the rare mammoths, but they didn't seem to let me access elephant workers), and mules are all old world. Or at least that's how it is with the GEM. I'm surprised there aren't bison & llama workers as well. As of now my poor Apache are stuck with regular workers. Not the end of the world, but it would be nice to have the option.

Interestingly enough, we've had some discussion on that lately where I proposed that its possible that the new world lagged as a very result of having this very deficiency. I'm thinking this is pretty well appropriate as a challenge for the new world civs.
 
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