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Fordítási probléma jelentése
Also from the mod description:
-Smooths the transition from Cavalries to Tanks by making the industrial age, an era where the strongest cavalry and the weakest tanks (new steam units) in the game meets at equal footing in terms of strength
Check the stats of the units.
Because you have acces to horse but not coal? or vice versa?
Nothing in the game changed and the mod is still functional. there is different reasons why you may encounter this behavior.
Try this:
- Make sure you own at least god and king expansion
- To make sure no other mod from other modders is conflicting with this one, start a fresh new game with only this mod enabled.
- You need a new game after subscribing to this mod, subscribing mid game wont work.
- Make sure when you start your modded savegame, to load your game from the MOD menu and not from the singleplayer menu.
- After that, refer to the troubleshooting sectin of the mod for more support.
Good luck!
I've played them together, works fine.
I want to be a famed let's play personality specializing in mods and having more completist runs than many of the famed let's play personalitites you see and raising awareness of mods or good internet games that don't cost money while players get into out-waste contests in freemium games buying more stuff with in-game currency, exchanged from real currency to beat players that are doing the same.
The airship upgrade to anti tank guns it doesnt upgrade to cavalry.
You are probably using a 3rd party mod that cause this behavior.
Try a fresh new game with only this mod enabled and check civilopedia, you will see that it has the proper unit set as upgrade, as you can see in the code:
<Unit_ClassUpgrades>
<Row>
<UnitType>UNIT_AIRSHIP</UnitType>
<UnitClassType>UNITCLASS_ANTI_TANK_GUN</UnitClassType>
</Row>
Regards.
I agree with the embark part of helicopter type unit :)
i wish fireaxis would have made this system a lil different for this type of unit. The goal of this mod wasnt to change the system tho, it was to add an additional unit to the existing system.
Airship have been intregrated as Helicopter-like units and behave like them.
Airship couldnt be integrated as they were in the scenario because there is no units in normal games that can hover ocean.
Air units need a carrier and they lauch attacks then rebase, introducing a unit that dont go in embark mode and hover ocean would break the basic combat rules of normal games.
thats because you dont own god and kings expansions, as said in the mod description
This mod is not the place to make such a change in the base game. This mod adds a new hovering unit to existing one and works the same way. making hovering units fly over water isnt a good idea at all in my opinion, there is a reason why fireaxis made it that way.
If this change was to be made it would be in a separate mod that change completely these unit. But thats not something i would do personally because it breaks a base game mechanics and the promotion system.
Regards
<UnitPromotions_UnitCombats>
<Delete PromotionType="PROMOTION_EMBARKATION" UnitCombatType="UNITCOMBAT_HELICOPTER"/>
</UnitPromotions_UnitCombats>
This will not enable them to melee attack sea units, it isn't possible, therefore they are extra vulnerable when placed in sea tiles which balances the game out nicely
Possibly there could be an 'ending the turn over water causes damage ' promotion added to the helicopter, the same way ending the turn on a mountain causes damage. This would let the unit hover across channels but little else. Frankly, I've always thought the helicopter ought to be able to hover across channels. If possible, it would be best to leave the "embark" button in the UI so users can still cross oceans with their helicopers.
I don't know enough about modding to know if this concept is workable or if it would be fun, just sharing an idea.
This would be a really bad conception idea for a mod to introduced a single unit from a single age that behave completly differently from other units in the game and doesnt go by basic game mechanic and rules, it would completly destroy the concept of naval units, since their strength come from the fact that they can take out non-boat unit easily when at Sea.
That why they behave like helicopters, are balanced that way and receive the proper promotion tree and combat bonus/penalty.
Using your code would completly break the unit. Airship would now have boat promotions instead of flying unit promotion, while getting bonus and penalty from normal land unit like swordmans, so this isnt a viable solution.
in any case, i thank you for your interest in that mod.
Regards.
dear pmccuk,
These new unit were inspired by the scenario but cannot be included in normal games as they were for many reasons.
There is no unit in normal games that can fly over water without airbases, this is a basic game mechanic decided and balanced by fireaxis.
All flying stationary units are defined as helicopter type in the game and every bonus, promotions, terrain effect, etc.. are calculated and balanced for this type.
Hi, I'm one of the fanatics of steampunk, truly thinking those airships are aswome.
Well I was also dissapointed with the damm airship which cannot enter water tiles...
there was a problem with embarkation (heli gunship) if I intended like scenario.
Also Polineisian civ provides free allwater embark, which made me stressful.
however,....i've found some solutions...well not a perfect one, but it makes your airships fly over coast tiles including previous land tiles too.
check your airships XML data
<CombatClass>UNITCOMBAT_NAVALMELEE</CombatClass>
<Domain>DOMAIN_LAND</Domain>
try like this.
still it cannot across the ocean, well yet...this will make it more feels like real airship.
The airship and the helicopter behave exactly the same there is no difference.
Regards.
@BlouBlou - Any intentions to include other elements from SS?
Would it be possible to make lancers upgrade to airships? That sorts out the whole lancer being useless problem, and airships upgrade to antitank guns anyway!
Glad you think so =) , sorry for being rude myself, im just having a real bad day too. Thx for your comment!
Good day!
Embarkation:
"When a unit is embarked it is unable to attack and unable to defend itself against any attacks. Any naval unit can destroy an embarked unit and will not even lose its remaining moves while doing so. Cities and ranged units can also easily destroy embarked land units by bombing them. In effect, embarked land units are considered to be non-military units. "
All units in normal are bound to this basic rulez or to the airbase Rule. I cant take a single unit from a single age and take it out from both mechanics. It would be imbalanced.
To answer your question:
In the steampunk scenario, the game parameter is different these are the only units that you will build. In normals game, as i said, there is No unit in the game that can fly over ocean without embarking and without having an airbase dock. it would be ridicoulous if a modern F-18 or an helicopter couldnt fly over ocean, but an industrial age balloon could. it would be the only unit in the game that isnt affected by the embarked combat stats and could ignore this core game mechanic.
It seem pretty obvious to me why it would break the game balance. Heres a reminder from the game rules:
Sry i felt attacked by the word "Useless" in your comments. I also hate long debate in the comment section, it should be used to report bugs in my opinion and not to start huge debate about single users personal preference, with 30 mod pages to support this easily become annoying.
There is no unit in normal civilization game that can fly over ocean and not being docked to an airbase, of course i cant introduce such an imbalanced feature in normals games. They had to embark, just like helicopters do.
I wouldnt release a mod that would break game balance. If you find this mod useless, just dont subscribe =) no need to voice your personal preferences on a mod page you wont even use.