Asher Posted Tuesday at 15:35 Share Posted Tuesday at 15:35 (edited) This is my scouting mod, it is not complete yet, but if anybody want's to test it, that would be great! If you find any errors or have suggestions, please post them It is also on Github (which is updated more frequently): https://github.com/Jeff-web-sketch/Scouting Version 1.3 -> 5/14/26 Fixed Roman scout cav portrait New tech: +15% pierce damage for scout cav or +15% vision range Command tent now has 4 garrison, with a heal rate; you can build 2 command tents Roman Army camp works as a dropsite; they can only build 1 command tent Adds advanced scout cav for Romans: 130 health 12 damage, can build siege wall (now, normal scout cav can't), limit of 4, command tent increases limit by 4, tent increases by 1, normal scout cav promotes to advanced scout cav (Rome) scout cav can build palisade wall Scouting-1.3.zip Version 1.2 -> 5/14/26 Adds a vision range tech -> research from command tent Portraits and actors are updated Scouting-1.2.zip Version 1.1 -> 5/13/26 Adds command tent -> train healers and champions for some civs, population bonus of 7, train roman centurions, works as a dropsite, not Available till town phase Tent now has 5 population bonus Scout cav can build palisade wall, roman scout cav can build siege wall instead Scouting-1.1.zip Version 1.0 -> 5/12/26 Adds a scout cav that can build an outpost and scout tent. Scout cav have 25 resource capacity Tent -> train scout cav and jav infantry, if the civ has it Outpost upgrades -> lvl2 +10 vision range, lvl3 +10 vision range and shoots arrows Scouting-1.0.zip Edited 10 hours ago by Asher 2 Link to comment Share on other sites More sharing options...
Asher Posted Friday at 21:01 Author Share Posted Friday at 21:01 Do you guys think I should add healer and forge tents, or should I just combine those into the command tent? Link to comment Share on other sites More sharing options...
Lopess Posted yesterday at 10:02 Share Posted yesterday at 10:02 13 hours ago, Asher said: Do you guys think I should add healer and forge tents, or should I just combine those into the command tent? Combined, I believe that's a better approach. 1 Link to comment Share on other sites More sharing options...
Asher Posted yesterday at 17:02 Author Share Posted yesterday at 17:02 Was there anything you think I should change? Link to comment Share on other sites More sharing options...
Asher Posted yesterday at 20:40 Author Share Posted yesterday at 20:40 Should I add advanced cav for every civ? Link to comment Share on other sites More sharing options...
Asher Posted 3 hours ago Author Share Posted 3 hours ago Anybody know how I could make it so you can't get a unit unless you have a certain ally? Link to comment Share on other sites More sharing options...
Lopess Posted 2 hours ago Share Posted 2 hours ago 1 hour ago, Asher said: Anybody know how I could make it so you can't get a unit unless you have a certain ally? I'm not sure, but I don't think we have anything for that; maybe something related to technology would have a similar effect, but I have no idea how it could be done. Link to comment Share on other sites More sharing options...
Grautvornix Posted 1 hour ago Share Posted 1 hour ago Well, possibly you can define an automatic benefit for that ally? IIRC, some heroes provide allies with benefits in some cases. Possibly the same mechanism can be reversed to provide these benefits automatically from certain civs to yourself? Nevertheless, it sounds rather complex. Link to comment Share on other sites More sharing options...
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