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Scouting Mod


Asher
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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, and has more bugs:)): https://github.com/Jeff-web-sketch/Scouting

Thanks to everybody who helped!

Version 1.5.6 -> 5/29/26

A Rome hero gives a bonus: -35 resource costs for scout cav

Portrait fixes + other fixes

Scouting1.5.6.zip

Version 1.5.4 -> 5/26/26

Bug fix(es)

Train scout cav from stables, after you get the tech: unlock scout cav

Other stuff that I am probably forgetting :)

Scouting1.5.4.zip

Versions 1.4-1.5.1 -> 5/20/26

New portraits for adv scout cav

Fixed models, so they aren't all roman cav

other fixes...

 

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

 

Version 1.2 -> 5/14/26

Adds a vision range tech -> research from command tent

Portraits and actors are updated

 

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

 

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

 

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Edited by Asher
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Do you guys think I should add healer and forge tents, or should I just combine those into the command tent?

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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.

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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.

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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.

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2 hours ago, Grautvornix said:

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.

For requiring a tech to generate a unit, I was thinking it could look for the teambonus tech, is there a way to do a different path for requiring techs? I'll try to do what you mentioned above

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10 hours ago, Lopess said:

Regarding the crashes, is it just a matter of researching a technology?

I was trying to make it so Roman has a tech that affects allies, and the ally adv scout cav require that tech; so a non Roman player can only get adv scout cav if a Roman player is an ally. But I think I will just stick with my current setup

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