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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:32
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quote: Originally posted by alexman
Don't you need to make a change to a text file (PediaIcons.txt and Civilopedia.txt) to use the Hussar graphic? Remember, we considered this in the past (see the first pages of this thread) but we concluded that it's a no-no for this mod because you wouldn't be able to just take an AU mod save and start playing it without installing the mod. |
It looks like you're right that we'd need to change too much to use the Hussar graphic. I did some playing around in the editor, and it turns out that the "Icon" setting controls only the icon used on build lists and such, not what the unit actually looks like in the game. It's the Civilopedia Entry that controls what the unit looks like in the game, and the Husar's Civilopedia entry and related data aren't fully configured in the game as it ships. So I guess we can forget about using the Hussar's graphics, at least in the standard edition of the AU Mod.
That, in turn, means we'd presumably end up using the same graphics for light and heavy cavalry. That's a little more potentially confusing than I'd really prefer, but probably not too bad.
If anyone wants to try it (or look it over to see if I made any mistakes), here's a version of the 1.06 AU Mod modified to split cavalry into a 5.3.3, cost 80 "Light Cavalry" available with Military Tradition and a 6.3.3, cost 90 "Heavy Cavalry" available with Nationalism. I haven't tested it myself yet, and I'm not sure when I might, but I figured I'd go ahead and post it in case anyone's interested. Note that the light version is renamed from the standard cavalry unit, while the heavy is an added unit. (The "NAB" in the file name reflects a habit I've gotten into of prefacing scenarios I develop myself with my initials so they don't get mixed up with standard content.)
Attachment: nab light cavalry test.zip
This has been downloaded 5 time(s).
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:32
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Since no one's come up with a way to use separate graphics without producing, um, "interesting" side effects, let's go ahead and vote on the following package (a single vote for the entire package). If someone can come up with a better solution to the graphics issue, we can vote on it later.
1) Change the name of the current 5.3.3 Cavalry unit to Light Cavalry and add a 6.3.3, cost 90 Heavy Cavalry unit available with Nationalism. Both would use the same, standard cavalry graphic.
2) Restore the Cossack to standard rules. Since it starts with an attack value of 6, no upgrade is needed.
3) Leave the Sipahi the way it currently is in the AU Mod, with an attack value of 7 and cost of 100. There will be no upgrade for it, but even without an upgrade, it remains superior to Heavy Cavalry.
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:32
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Cossacks and Sipahi are both at Military Tradition under my proposal. Edit: Crosspost.
In regard to how this proposal affects Cossacks, in terms of unit strength, they are strengthened relative to both the stock rules and the current AU Mod rules. Under the stock rules, Cossacks' only advantage over cavalry is their blitz attribute. The current AU Mod rules keep that situation the same, with both Cossacks and cavalry being 5.3.3 instead of 6.3.3. In contrast, under the proposal we're currently considering, Cossacks get the additional advantage of having a higher attack value than Light Cavalry, providing an extra advantage until Nationalism.
The down side from a Russian perspective is that the option of skipping Military Tradition and relying on Nationalism for the ability to build a cavalry unit is not available. But in my view, the benefit of getting a 6.3.3 unit sooner, possibly a lot sooner, more than outweighs that consideration.
Last edited by nbarclay on 11-11-2004 at 01:25
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