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  • Random events and unit promotions

    Something that is starting to irritate me.

    There are several random events that require you to build a number of units to get a reward. One of the reward options is usually a promotion for the units concerned. Seems OK but...

    First one of these I had was to build knights. So I built enough knights and as usual promoted them flanking I and flanking II as I did so. Then got the reward and an option to have all knights promoted to flanking I. Well that was just really useful - not! So I had to go into the worldbuilder and give them all an extra promotion.

    Last game got one about building a certain number of carriers, battleships, destroyers and fighters. I actually had enough battleships and destroyers already and was only one fighter short. All these units had combat I and II promotions already. So I built another fighter and some carriers and got the reward options. Guess what? I could get all these units promoted to combat I. Duh! So I took the option to have my harbours produce extra gold as I could not face playing around in the worldbuilder for that many units.

    Instead of a basic promotion the unit probably already has would it not be possible to just award an extra 4XP to all the relevant units? Then those that don't get an extra promotion would at least be nearer to their next one?
    Never give an AI an even break.

  • #2
    I think it would be better, if the unit is getting a promotion in one of the strings (Combat I-V, Drill I-IV, etc.), to just grant the next promotion in the string.

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    • #3
      Definitely frustrating; though of course it does work right for all units produced after the event - you get the combat 1 or whatever and then promote from that point. So you could look at it as just limiting the retrospective effect, which might not be a bad thing.

      Kuci's options is attractive, though it wouldn't work for some things (e.g. cover promotion for all your folk).

      The +4 XP idea would definitely solve it, and presumably wouldn't be too hard to programme (easier that Kuci's). For non-descript quests it would make sense, but it would lose something on the events whuch are about e.g. you designing better shields so getting cover.

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      • #4
        You could also just give a free promotion to every unit that already has the bonus one. (Like what you did with the WB - I do that too.)

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        • #5
          I totaly understand the idiocy of it. I was commanded to build 9 musketmen. It was late in the musketmen era so I promoted them all to pinch so they would stand a bit of a chance againced riflemen. I finished and one of the options were to upgrade all my musketmen to pinch.

          . . .

          That.. was the worst mission I ever had. And Cerberus, I had that same mission and the same thing happened to me. didn't think of the world builder though.

          It should just give every corrosponding unit enough exp. to level up. (not just 4 because if I have a ship that has combat III 4 isn't enough to do anything.)

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          • #6
            No, it's actually a lot better to give them the free promotion - giving a level means it's a lot harder for them to reach the next level.

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            • #7
              Re: Random events and unit promotions

              Originally posted by CerberusIV
              Something that is starting to irritate me.

              There are several random events that require you to build a number of units to get a reward. One of the reward options is usually a promotion for the units concerned. Seems OK but...

              First one of these I had was to build knights. So I built enough knights and as usual promoted them flanking I and flanking II as I did so. Then got the reward and an option to have all knights promoted to flanking I. Well that was just really useful - not! So I had to go into the worldbuilder and give them all an extra promotion.
              So you really feel that your knights so much deserved some extra promotion that you had to use WB to give it to them? Why not just promote them after quest has been completed, not right off the production line?

              Some random event timings are stupid (for example getting swordsman quest when there's two turns left to research of education).

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              • #8
                Re: Re: Random events and unit promotions

                Originally posted by JulianD


                So you really feel that your knights so much deserved some extra promotion that you had to use WB to give it to them? Why not just promote them after quest has been completed, not right off the production line?
                Because I didn't realise that first time that they would get the promotion opportunity! Now I try not to promote units that are part of a quest.

                This doesn't always happen. The events that give all your axemen shock or all melee units cover work fine. Another one is to build a number of castles and all melee units get garrison I - no problem as they normally can't get that promotion.

                It's just where the promotion on offer is one those units would normally get anyway - and I do accept that it should not be retrospective for units you have already built and promoted.
                Never give an AI an even break.

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                • #9
                  The problem with giving everyone (Combat X) where X is the next Combat, is that you have a situation that is difficult to balance. Combat I is much less significant than Combat IV, for example, and even more so for Drill or such. The XP +4 would be somewhat better, I suspect, though it would probably be a disappointment to some (not as good as a free levelless promotion).
                  <Reverend> IRC is just multiplayer notepad.
                  I like your SNOOPY POSTER! - While you Wait quote.

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                  • #10
                    You should avoid promoting units straight off the production line. All the more important if you have multiple threats/opportunities where the unit in question might have several different roles requiring different promotions.

                    So what happens for the AGG civ? Do they get Combat I for free on completion of the quest?

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                    • #11
                      Re: Random events and unit promotions

                      Originally posted by CerberusIV
                      Something that is starting to irritate me.

                      There are several random events that require you to build a number of units to get a reward. One of the reward options is usually a promotion for the units concerned. Seems OK but...

                      First one of these I had was to build knights. So I built enough knights and as usual promoted them flanking I and flanking II as I did so. Then got the reward and an option to have all knights promoted to flanking I. Well that was just really useful - not! So I had to go into the worldbuilder and give them all an extra promotion.

                      Last game got one about building a certain number of carriers, battleships, destroyers and fighters. I actually had enough battleships and destroyers already and was only one fighter short. All these units had combat I and II promotions already. So I built another fighter and some carriers and got the reward options. Guess what? I could get all these units promoted to combat I. Duh! So I took the option to have my harbours produce extra gold as I could not face playing around in the worldbuilder for that many units.

                      Instead of a basic promotion the unit probably already has would it not be possible to just award an extra 4XP to all the relevant units? Then those that don't get an extra promotion would at least be nearer to their next one?
                      Yes, it is quite possible to substitute an XP award instead of giving a free promotion to units as a quest reward -- but you will need to do some changes to CIV4EventInfos.xml and CvRandomEventInterface.py to do it. (The XML file will allow you to change the reward to granting extra XP, and it will let you give a free promotion to a single unit or an entire class of units, to give extra XP for an entire class of units, you'll have to go to python.)

                      I am trying to script some custom random events of my own right now, and it really seems to do anything cool, I need to do python scripting.... I have a couple of events that give free promotions, and since they are all targeted to appear in the late game, they will give certain promotions that the units don't otherwise qualify for, or are up the promotion path (e.g., Drill II, Combat IV.)

                      That said, for the quest of which you spoke, I can see someone being in a situation where they were building knights that only had one promotion (if any). I can see an advantage to giving Flanking I. It might be nice, however, to just add a fourth quest reward: all knights get Combat I -- that way, in case you gave all your knights Flanking I (which I often do, too,) you will still get a useful freebie out of it. Otherwise, there are still other rewards to choose from, so it's not like you're bereft or anything.
                      "The nation that controls magnesium controls the universe."

                      -Matt Groenig

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