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  • [Mod] Promotion and Traits

    ----------------------------------------
    Promotions & Perks Mod v0.8 04th February
    ----------------------------------------

    New Version:



    Version without changes:




    -----
    Info:
    -----
    This mod will change most promotions and add many new ones. All promotions are around 50% better than before to make experienced units last longer. If you don't want anything changed and only want more promotions check v0.5 of the mod.


    With a total of 74 Promotions, 5 Traits, 9 perks, and 20 effects.

    Units: Rec = Recon, Mel = Melee, Arc = Archery, Mou = Mounted, Sie = Siege, Gun = Gunpowder, Arm = Armour, Hel = Helicopter, Nav = Naval

    * = Changed this version
    ** = Added this version
    % = How big chance to get this promotion on unit creation.

    Promotions (blue):

    Combat I: +15% strength (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (None) (5% chance).
    Combat II: +15% strength (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat I) (1% chance).
    Combat III: +15% strength (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat II) (0.2% chance).
    Combat IV: +15% strength (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat III).
    Combat V: +15% strength (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat IV).
    Combat VI: +20% strength (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat V).

    Attack I: +22% attack (Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (None) (2% chance).
    Attack II: +22% attack (Mel, Arc, Mou, Gun, Arm, Hel, Nav) (Attack I) (0.5% chance).
    Attack III: +22% attack (Mel, Mou, Gun, Arm, Hel, Nav) (Attack II).
    Attack IV: +34% attack (Mel, Mou, Arm, Hel, Nav) (Attack III).
    Defence I: +22% defence (Mel, Arc, Gun, Nav) (None) (2% chance).
    Defence II: +22% defence (Mel, Arc, Gun, Nav) (Defence I) (0.5% chance).
    Defence III: +22% defence (Mel, Arc, Gun, Nav) (Defence II).
    Defence IV: +34% defence (Mel, Arc, Gun, Nav) (Defence III).

    City Raider I: +35% city attack (Mel, Arc, Mou, Sie, Gun, Arm, Hel) (None) (5% chance).
    City Raider II: +35% city attack (Mel, Mou, Sie, Gun, Arm) (City Raider I) (1% chance).
    *City Raider III: +35% city attack (Mel, Sie, Arm) (City Raider II) (0.2% chance).
    **City Raider IV: +45% city attack (Mel, Sie) (City Raider III).
    *City Garrison I: +35% city defence (Mel, Arc, Mou, Sie, Gun) (None) (5% chance).
    *City Garrison II: +35% city defence (Mel, Arc, Gun) (City Garrison I) (1% chance).
    *City Garrison III: +35% city defence (Arc, Gun) (City Garrison II) (0.2% chance).
    **City Garrison IV: +45% city defence (Arc, Gun) (City Garrison III).

    Shock I: +40% vs. Melee Units (Mel, Arc, Mou, Sie, Gun) (Combat I/Defence II) (2% chance).
    *Shock II: +40% vs. Melee Units (Mel, Arc, Mou, Sie) (Shock I) (0.5% chance).
    **Shock III: +50% vs. Melee Units (Mel, Arc, Mou) (Shock II).
    Cover I: +40% vs. Archery Units (Mel, Arc, Mou, Gun) (Combat I/Attack I) (2% chance).
    *Cover II: +40% vs. Archery Units (Mel, Arc, Gun) (Cover I) (0.5% chance).
    **Cover III: +50% vs. Archery Units (Mel, Gun) (Cover II).
    Formation I: +40% vs. Mounted Units (Mel, Arc, Mou, Gun) (Combat II/Defence I) (2% chance).
    *Formation II: +40% vs. Mounted Units (Mel, Mou, Gun) (Formation I) (0.5% chance).
    **Formation III: +50% vs. Mounted Units (Mel, Gun) (Formation II).
    Charge I: +50% vs. Siege Weapons (Mel, Mou, Sie, Gun, Arm, Hel) (Combat III/Attack II) (2% chance).
    *Charge II: +50% vs. Siege Weapons (Mel, Mou, Arm, Hel) (Charge I) (0.5% chance).
    **Charge III: +70% vs. Siege Weapons (Mou, Arm, Hel) (Charge II).
    Pinch I: +40% vs. Gunpowder Units (Mou, Gun, Arm, Hel) (Combat I/Attack III) (2% chance).
    *Pinch II: +40% vs. Gunpowder Units (Gun, Arm, Hel) (Pinch I) (0.5% chance).
    **Pinch III: +50% vs. Gunpowder Units (Gun, Hel) (Pinch II).
    Ambush I: +40% vs. Armoured Units (Sie, Gun, Arm, Hel) (Combat II/Defence III) (2% chance).
    *Ambush II: +40% vs. Armoured Units (Sie, Gun, Arm, Hel) (Ambush I) (0.5% chance).
    **Ambush III: +50% vs. Armoured Units (Gun, Arm, Hel) (Ambush II).

    Guerilla I: +40% hill defence (Rec, Mel, Arc, Sie, Gun) (None) (2% chance).
    Guerilla II: +40% hill defence, double movement on hills (Rec, Arc, Gun) (Guerilla I) (0.5% chance).
    Woodsman I: +40% forest/jungle defence (Rec, Mel, Arc, Gun) (None) (2% chance).
    Woodsman II: +40% forest/jungle defence, double movement in forrest (Rec, Mel, Gun) (Woodsman I) (0.5% chance).
    Desert Combat: +50% desert defense, double movement in desert (Rec, Mel, Arc, Gun) (Combat I/Defence II) (1% chance).
    Arctic Combat: +50% tundra & ice defense, double movement in tundra & ice (Rec, Mel, Arc, Gun) (Combat I/Defence II) (1% chance).
    *Fieldsman: +10% grass & plains defense, double movement in grass & plains (Rec, Mel, Arc, Gun) (Combat II/Defence III) (1% chance).

    Accuracy I: +15% City Bombard Damage (Sie) (City Raider I/Barrage I) (5% chance).
    Accuracy II: +20% City Bombard Damage (Sie) (Accuracy I).
    Barrage I: +35% collateral damage (Sie, Arm, Nav) (None) (2% chance).
    Barrage II: +35% collateral damage (Sie, Arm, Nav) (Barrage I) (0.5% chance).
    Barrage III: +50% collateral damage (Sie, Arm, Nav) (Barrage II).

    Drill I: +2 first strike chance (Arc, Sie, Gun, Arm, Hel, Nav) (None) (5% chance).
    Drill II: +1 first strike chance, +1 first strike (Arc, Sie, Gun, Arm, Hel, Nav) (Drill I) (1% chance).
    Drill III: +2 first strike (Arc, Sie, Arm, Hel, Nav) (Drill II) (0.2% chance).
    Drill IV: +1 first strike chance, +2 first strike (Arc, Sie, Arm, Hel, Nav) (Drill III).
    Flanking I: +15% withdrawal chance (Mou, Arm, Hel, Nav) (None) (2% chance).
    Flanking II: +15% withdrawal chance (Mou, Arm, Hel, Nav) (Flanking II) (0.5% chance).
    Flanking III: +15% withdrawal chance, immune to first strikes (Mou, Arm, Hel, Nav) (Flanking II).
    Amphibious: No penelty attacking from water & over rivers, +10% attack (Mel, Arc, Mou, Sie, Gun) (Combat II, Attack II) (1% chance).
    Blitz: Multiple attack (Mou, Arm, Nav) (Combat III, Attack III) (0.5% chance).

    Medic I: +7% heal same tile, +3% heal adjecent tile (Rec, Mel, Arc, Mou, Sie, Gun, Nav) (Combat I/Defence I) (2% chance).
    Medic II: +7% heal same tile, +3% heal adjecent tile (Rec, Mel, Arc, Mou, Sie, Gun, Nav) (Medic I) (0.5% chance).
    Medic III: +11% heal same tile, +4% heal adjecent tile (Rec, Mel, Arc, Mou, Gun, Nav) (Medic II).
    Heal: +12% friendly lands, +10% neutral lands, +8% enemy, defence +10% (Rec, Mel, Arc, Mou, Sie, Gun, Arm, Hel, Nav) (Combat III/Defence III) (2% chance).
    March: Heals when moving, +5% attack (Rec, Mel, Arc, Mou, Sie, Gun) (Combat III, Attack III) (1% chance).

    Mobility: -1 movement cost, +5% attack (Mou, Arm) (Flanking II, Attack IV) (1% chance).
    Commando: Can use enemy roads, +5% attack (Rec, Mel, Arc, Mou, Gun, Arm) (Combat IV/Attack IV) (1% chance).
    *Speed: +1 Movement (Rec, Mou, Arm, Hel) (Combat IV/Flanking III) (0.2% chance).
    Navigation I: +1 movement (Nav) (Flanking I) (1% chance).
    Navigation II: +1 movement (Nav) (Navigation I).

    Sentry I: +1 Visibility Range (Rec, Mou, Hel, Nav) (Flanking I/Combat III) (2% chance).
    Sentry II: +1 Visibility Range (Hel, Nav) (Sentry I) (Radio).
    Sentry III: +1 Visibility Range (Hel, Nav) (Sentry II) (Radio).


    # Perks (violet):
    Light: +1 move, -40% strength, +10% withdraw (Land) (5% chance).
    Light: +2 move, -40% strength, +10% withdraw (Naval/Helicopter) (5% chance).
    Heavy: +1 movement cost, +40% strength, -10% withdraw (Mounted/Armor/Naval/Helicopter) (5% chance).
    **Berzerker I: +20% attack, -20% defence (8% chance).
    Berzerker II: +40% attack, -40% defence (4% chance).
    **Berzerker III: +60% attack, -60% defence (2% chance).
    **Stalwart I: +20% defence, -20% attack (8% chance).
    Stalwart II: +40% defence, -40% attack (4% chance).
    **Stalwart III: +60% defence, -60% attack (2% chance).

    # Traits (green):
    Exceptional: +20% strength, +5% withdrawal chance, heals +4% neutral & enemy lands lands (3.2% chance).
    Extraordinary: +35% strength, +10% withdrawal chance, heals +5% neutral & enemy lands, +1 first strike chance (1.6% chance).
    Hero: +50% strength, +15% withdrawal chance, heals +6% neutral & enemy lands, +2 first strike chance (0.8% chance).
    Legendary Hero: +70% strength, +20% withdrawal chance, heals +8% neutral & enemy lands, +3 first strike chance (0.4% chance).
    Avatar: +100% strength, +25% withdrawal chance, heals +10% neutral & enemy lands, +4 first strike chance (0.2% chance).

    # Effects gained in Forts (and Fort I can be gained in cities that has both defenders and attackers).
    Fort I: No penatly attacking over river, +15% withdrawal chance, +10% attack (Mathematics).
    Fort II: Immune to first strike, +1 visibility range, +10% friendly heal rate (Optics).
    Fort III: +1 first strike chance, +10% withdrawal chance (Steel).
    Fort IV: +1 visibility range, +1 first strike chance, +10% withdrawal chance, +10% combat (Mass Media).


    # Effects gained by stacks (Scout = Recon/Helicopter, Range = Archer/Gunpowder, Mobility = Mounted, Heavy = Melee/Armour, Siege = Siege).
    Scout Aid I: +1 first strike chance, +5% withdrawal chance, +5% strength.
    Scout Aid II: +2 first strike chance, +10% withdrawal chance, +10% strength.
    Scout Aid III: +1 first strike chance, 1 first strike, +15% withdrawal chance, +15% strength.

    Heavy Aid I: +15% strength, +5% city attack.
    Heavy Aid II: +30% strength, +10% city attack.
    Heavy Aid III: +45% strength, +15% city attack.

    Ranged Aid I: +1 first strike chance, +1 first strike, +10% city defence, +10% hill defence.
    Ranged Aid II: +2 first strike chance, +2 first strike, +20% city defence, +20% hill defence.
    Ranged Aid III: +3 first strike chance, +3 first strike, +30% city defence, +30% hill defence.

    Mobility Aid I: +10% withdrawal chance, +5% strength, 5% attack.
    Mobility Aid II: +20% withdrawal chance, +10% strength, 10% attack.
    Mobility Aid III: +30% withdrawal chance, +15% strength, 15% attack.

    Siege Aid I: +1 first strike chance, +15% city attack.
    Siege Aid II: +2 first strike chance, +30% city attack.
    Siege Aid III: +2 first strike chance, 1 first strike, +45% city attack.

    #Fiendly unit needed - same tile for defence or adjestent tiles to the defender for an attack:
    # Aid I: 1 unit 50%-99%, or 2 unit 25-49%, or 4 units 10-24%.
    # Aid II: 1 unit 100%-199%, or 2 unit 50%-99%, or 4 units 25-49%.
    # Aid III: 1 unit 200%>, 2 unit 100%-199%, or 4 units 50-99%.


    #Too many units in same tile will made it crowded. Over 15 will add the crowded effect.
    *Crowded: +1 movement cost, -25% strength, -20% withdrawal chance, -3 first strike chance, -2 first strike.


    --------
    Install:
    --------

    Add all files to your "Civilization 4\CustomAssets" folder in "My Documents\My Games".

    My Documents\My Games\Civilization 4\CustomAssets\art\Interface\Buttons\Promotions\*. * (67 dds files)
    My Documents\My Games\Civilization 4\CustomAssets\xml\text\CIV4GameTextInfos_Objects. xml
    My Documents\My Games\Civilization 4\CustomAssets\xml\units\CIV4PromotionInfos.xml
    My Documents\My Games\Civilization 4\CustomAssets\python\RealFort.py (peomotions gained on forts)
    My Documents\My Games\Civilization 4\CustomAssets\python\StackAid.py (promotions gained in stacks)
    My Documents\My Games\Civilization 4\CustomAssets\python\ExtraXp.py (the start up promotions)
    My Documents\My Games\Civilization 4\CustomAssets\python\CvCustomEventManager.py
    My Documents\My Games\Civilization 4\CustomAssets\python\entrypoints\CvEventInterface .py

    If you have other mods changing these files you have to manually insert the changes.


    --------
    History:
    --------

    0.8 (2006-02-04) 268KB
    Removed the +10% vs. Melee that accidently still was left in City Garrison III.
    Changed Fieldman defence to 10% from 20%.
    Fixed Crowded from -25% city attack to -25% strength.
    Added Berzerker I/III, Stalwart I/III.
    Added chance to get Perks & Traits & Promotions on unit creation.
    Stack Aid will now work if you add units in World Builder.
    Readded City Raider IV, City Garrison IV, Shock III, Cover III, Formation III, Charge III, Pinch III, & Ambush III.
    Fixed City Garrison I, II, III, had old values.
    Fixed tech requerment for Sentry II/III.
    Recon units can nog get speed.

    0.7 (2006-01-19) 237KB
    Renamed the mod from "Promotion and Trait Mod" to "Promotions & Perks Mod".
    Remade most of the promotions, removing and combinding some and made them around 50% better.
    Changed many Promotion Prereq and which promotions a unit type can have.
    Added tech requerment for Sentry II/III.
    Added heal promotion.
    Added a better version of Stack Aid.

    0.6 (2006-01-15) 289KB
    Added 24 Stack Aid icons.
    Added a test version of Stack Aid.
    Addid info how a future version of Stack Aid could work.

    0.5 (2006-01-12) 213KB
    Added the patch 1.52 more language support.
    More info in the ReadMe file.
    Added promotion Attack IV, Defence I+II+III+IV, City Garrison IV, Sentry III, Woodsman III, Guerilla III, Drill V,
    City Garrison IV, Ambush III, Charge III, Cover III, Formation III, Pinch III, Shock III.
    Changed Attack III, +15% attack instead of +20%.
    Added trait Avatar (Hero 5).
    Traits now have green background (Hero 1-5).
    Added perks Light, Heavy, Berzerker, Stalwart.
    Added mod RealFort v0.4 and expanded it.
    Added buttons for the effect Fort I+II+III+IV+V.

    0.4 (2005-11-29) 119KB
    Added French, German, Italian, Spanish descriptions.
    Added Attack I/II/III.

    0.3 (2005-11-24) 110KB
    Fieldsman I lowered to +15% defence, and Fieldsman II lowered to +20% defence (else this terrain improvement is too good).
    Alpine Combat change to Arctic Combat.
    Added Legendary Hero trait, and City Raider IV promotion.

    0.2 (2005-11-20) 103KB
    Renamed Cold-resistant to Alpine Combat and Heat-resistant to Desert Combat.
    Added Flanking III and Speed promotion.

    0.1 (2005-11-19) 100KB
    Initial release, 15 promotions and 3 traits.


    -------------------------
    Other recomended changes:
    -------------------------
    Fort defence: 25% -> 50%
    Upgrade xp keep: 10 -> 40
    Animals max xp: 5 -> 8
    Barbarians max xp: 10 -> 20

    ------
    Issues
    ------
    Units removed in WorldBuilder won't update Stack Aid.
    Pillaged forts won't update Fort promotions.

    -------
    Future:
    -------
    Optimice and bugfix Stack Aid, RealFort and ExtraXp code.
    Add Fort I effect to heavy defended cities.
    Add a way for units to get perks and traits after a while.
    Expand crowded effects.
    Balance bonuses.
    Add more perks.
    Add graphics promotion button pack.
    Add promotion only version.
    Try to add new xml features.
    Chance to start with extra xp or extra levels.
    Add a new expericence system (with new buildings & great people).
    Naval Stack Aid.


    ----------------
    Credits & links:
    ----------------

    Graphics, ideas and coding made by
    Zuul aka Uthar

    Bhruic for RealFort mod.
    RealFort was designed to deal with the lackluster benefits of building forts in vanilla Civ IV. It provides extra bonuses for units that are within the fortifications. Fort Bonus I: +10% healing rate +10% strength Fort Bonus II (requires Optics): immune to first strike +1 visibility...



    More info about this mod in forum threads:
    ---------------------------------------- Promotions & Perks Mod v0.8 04th February ---------------------------------------- New Version: http://www.civfanatics.net/uploads11/Promotions&Perks-v0.8.zip http://apolyton.net/upload/view.php?file=71981_Promotions&Perks-v0.8.zip Version without...



    You can find me in the #CivMod chat:
    irc://irc.irc-chat.net/CivMod

    More info on how to join the chat:
    More modding people should join the chat. I will try to stay in it as often as possible. Yesterday me, Exavier and MasterLexx helped eachother alot. Much easier to get help and ideas this way. Server: irc-chat.net Modding Channel: #CivMod Other Channel: #Civfanatics



    Download here:
    --------------

    New Version:



    Version without changes:

    Last edited by Zuul; February 7, 2006, 23:03.

  • #2
    Screenshot:
    Screenshot Promotion and Traits
    Last edited by Zuul; November 29, 2005, 18:22.

    Comment


    • #3
      Cool idea!

      (although I don't think it's very heroic to flee from battle )

      Check out my Atlas Map Generator

      Generate, preview and play Civ IV maps of any size with the alternative Map Generator

      Comment


      • #4
        Merge cold and heat resistance and call it "Survivalist"?

        Comment


        • #5
          Originally posted by Blake
          Merge cold and heat resistance and call it "Survivalist"?
          very few troops untill late in the game deserve such training.

          I propose you have them be Arctic Combat Training I and II and Desert Combat Training I and II

          after all that is what US Military call the training so that is a good start

          As for your traits. Hero seemsa bit disbalancing especially early on. the probability o a civ getting this unit should be in the line together with other great people.

          maybe activate it only with heroic epic. I am not saying it will produce heros just it will become active when that is built
          Last edited by userqwerty; November 19, 2005, 23:35.

          Comment


          • #6
            Cool, I might try this out later
            This space is empty... or is it?

            Comment


            • #7
              Originally posted by userqwerty


              very few troops untill late in the game deserve such training.

              I propose you have them be Arctic Combat Training I and II and Desert Combat Training I and II

              after all that is what US Military call the training so that is a good start

              As for your traits. Hero seemsa bit disbalancing especially early on. the probability o a civ getting this unit should be in the line together with other great people.

              maybe activate it only with heroic epic. I am not saying it will produce heros just it will become active when that is built

              Thanks for the feedback everyone. Will change the names.

              Well is it too disbalancing if there is only a 1% chance to get a hero unit? Or only be able to get them for every 20th (or worldsize dependent) of a certain units and only be able to have one of same type.

              Comment


              • #8
                Good work Zuul

                Another option might be to give units heroic upgrades every time they win a battle against the odds (seriously against the odds, i.e. when they have 75% chance or more of losing). This would give meaning to their heroism, and encourage players to take more risks with their units. This should also be disabled for cats/artillery as they are already gambled with in such attacks.
                The Roman Kings scenario is now ready for play: http://apolyton.net/forums/showthrea...tin.com/forum/

                Comment


                • #9
                  New version:

                  0.2 (2005-11-20) 103KB
                  Renamed Cold-resistant to Alpine Combat and Heat-resistant to Desert Combat.
                  Added Flanking III and Speed promotion.

                  See top.



                  Nice idea Fireb.

                  Comment


                  • #10
                    Another version 0.3. Check first post.

                    Comment


                    • #11
                      Feedback, anyone please? :-)

                      Comment


                      • #12
                        Overall it looks marvelous, but I do have some concerns...

                        I am worried that your medic III might be too powerful. It means that if I have the Red Cross, a Barracks, and Theocracy*, I can churn out unit, upon unit, that will heal all units in the same square for 1/5th of their total health each turn of resting. That can be pretty nasy when fortified in enemy territory. 10% alone is amazingly effective. You'd have to give it some pretty stringent requirements beyond Medic II, I think.

                        I'd be worried that the commonness of grassland and plains, especially in enemy territory, might make the fieldsman promotion too powerful. Basically every civilization is developed to be full of grasslands and plains. This turns riflemen into weak "tanks" in a way. Of course they do miss out on other promotions they could of had, but still, it might be overpowered. Requires testing.

                        There were some promotion ideas I had, but I can't remember them at the moment.

                        In any case, great job overall. Looks like it was a fair bit of work. The "unique" unit idea is very nice as well. Linking it to the Heroic Epic in someway is interesting (as another person suggested). Perhaps the next unit produced in a city that just build the Heroic Epic will be a "hero" of some sort.


                        -Drachasor

                        *An Aggressive Leader with Theocracy and Feudalism, put together with a Barracks and the Pentagon could do this in any one of their cities (that had a barracks). With West Point they could do it in their West Point City with any set of civics.
                        "If there's a child on the south side of Chicago who can't read, that matters to me, even if it's not my child. If there's a senior citizen somewhere who can't pay for her prescription and has to choose between medicine and the rent, that makes my life poorer, even if it's not my grandmother. If there's an Arab American family being rounded up without benefit of an attorney or due process, that threatens my civil liberties. It's that fundamental belief -- I am my brother's keeper, I am my sister's keeper -- that makes this country work." - Barack Obama

                        Comment


                        • #13
                          Hmm, one idea for a new promotion is one that let the unit move on mountains (is this possible?). It could require either the Hill-defense promotion II, or Artic Combat I and the Hill-defense I.

                          -Drachasor
                          "If there's a child on the south side of Chicago who can't read, that matters to me, even if it's not my child. If there's a senior citizen somewhere who can't pay for her prescription and has to choose between medicine and the rent, that makes my life poorer, even if it's not my grandmother. If there's an Arab American family being rounded up without benefit of an attorney or due process, that threatens my civil liberties. It's that fundamental belief -- I am my brother's keeper, I am my sister's keeper -- that makes this country work." - Barack Obama

                          Comment


                          • #14
                            Thank you for making this mod. Those of us who are graphically-challenged appreciate it. Editing XML files is easy but coming up with graphics that won't turn the stomach... now that's a challenge.

                            Roger Bacon

                            Comment


                            • #15
                              I would like to see a Promotion that incresses the amount of Gold recived from Pillaging say level I gives double pillage and level 2 tripple pillage gold.
                              Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

                              Comment

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