Jump to content


Community Members
  • Content count

  • Joined

  • Last visited

  • Days Won


Hannibal_Barca last won the day on March 10

Hannibal_Barca had the most liked content!

Community Reputation

98 Excellent

1 Follower

About Hannibal_Barca

  • Rank

Profile Information

Recent Profile Visitors

518 profile views
  1. Vox Populi - The Ultimate Balance Mod

    Noted and fixed for the next version. Now all units except cav +20% hp, cav +10% hp per promotion This still lets elite lancers to beat champion cavalry in hp by 10 but I think it's realistic: a warrior with years of experience vs. a better equipped but less experienced foe If you want to see the values, add the advanced_unit_bonus.json and elite_unit_bonus.json files to the VP technolgies file and replace the first line with these 2: {"value": "Health/Max", "multiply": 1.2, "affects": "!Cavalry"}, {"value": "Health/Max", "multiply": 1.1, "affects": "Cavalry" },
  2. Vox Populi - The Ultimate Balance Mod

    A way to fix this one? You sure about this? Champ Cavalry base health is 300.
  3. Vox Populi - The Ultimate Balance Mod

    Updated to 22.0.8 Having heard complaints about current wall tower abuse and then later on possible solutions, I've added 2 upgrades research-able at each Wall Turret The first upgrade adds arrows but only if the garrisoned units are ranged since the upgrade only adds crenelations. Next, players can - for a certain sum - upgrade the wall turrets into Ballistae Wall Turrets (shoots bolts) Now I know that at this point some of you might be shaking their heads and saying that this will make them even more "op" This is not true, firstly these upgrades are long to research (1 minute and 2 minutes respectively), second they cost a relatively considerable amount. Ballistae Wall Turrets require 1 population and have a maximum of 10 though, but if you feel you got a redundant one you don't have to delete it, there is a downgrade upgrade that you can research - for a price Enjoy vox_populi_22.0.8.zip Sidenote: some of you might notice (or definitely after this) that the icons are a bit messed up since when editing the templates either the structure tree doesn't find the pic or the upgrade itself, i had to put arrows.png in 2 places (portraits/portraits/technologies). I'd be grateful if someone could help me out in this
  4. Vox Populi - The Ultimate Balance Mod

    Updated to 22.0.7 Successfully added Specialization as nicely as possible. New stoa technology, Public Health icon replace for better image quality. vox_populi_22.0.7.zip
  5. Monkey Wrench Balance Mod Alpha 22

    I think that is actually not a bad feature.
  6. Vox Populi - The Ultimate Balance Mod

    No, this is half-way between 2 releases, I just always name the version under development already the next release Do you mean the pair_ranged_specialization and its melee twin files? I can't make them supersede half of the pair_blacksmith_specialization tech although that is needed If you choose the melee half of the pair_blacksmith one you should be then given the melee pair tech Likewise with the ranged tech, but here even when selecting the ranged side you get melee Any way to set supersede options bases on one of a pair tech?
  7. Vox Populi - The Ultimate Balance Mod

    Am currently stuck at this stage I'd like a "tech tree" so to choose between ranged and melee in a pair tech, then cav ranged/melee or inf ranged/melee in another pair tech Unfortunately I don't know how to manage all the "supersedes" stuff and I could only get Melee 2nd tier shown Please help if can If you didn't understand text, please check the blacksmith techs and you will understand The techs themselves are at a rudimentary stage as i mainly wanted a working pair tech which forks into 2 pair techs @wowgetoffyourcellphone you serm knowledgeable in this field vox_populi_22.0.6.5.zip
  8. Vox Populi - The Ultimate Balance Mod

    Updated to 22.0.6 Currently in progress of thinking up a possible new pair tech for armor. (Maybe Lamellar vs Plate?) It'd be nice to add a few techs to the main vanilla game, maybe not too many so that they don't fit but a few
  9. Nor can rams down walls like that So if we take all that out whats to stop walls from being op?
  10. While historical background is something we care about, gameplay is favoured over history and in 0 A.D. things have been simplified. Sometimes you just don't want that 100% realistic, historic feel. You want something fun. It's why units can down buildings and many other little features.. I guess that happened often in history too, loot and rape - so must be a good feature purposely implemented
  11. If there are enemy units around then they don't attack buildings, unless the units are out of their vision range
  12. But if you can't capture it then might as well raze it to the ground
  13. Try out Vox Populi mod for balance and suggest (link in signature) You might not agree with a corral tech but I think thats the most logical option available to us now Sword cavalry counters spear cavalry which counters skirm cavalry slightly, in turn skirmisher cavalry do well vs. sword cavalry. Played a few games with others using this mod and indeed we were back to proper infantry + a few cavalry battles, not massed cavalry (although some tried)
  14. Oh yeah Dont forget elephant stables for every civ that got them And of course barracks can train only infantry