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Vox Populi - An Introduction This mod tries to address the main "weaknesses" of the current release: it aims to balance "op/up" units, it adjusts technologies and introduces some variety along the way As the name implies (Vox Populi = Voice of the People) , this mod is open to all suggestions of the 0 A.D. community and there is a high chance that if several "known" players agree on a suggestion, it could be added in here. Supported by a moderator and developer, the features of this mod - if found good - stand a great chance at entering the next release, perhaps even more so than some other balance mods. Anyway, I'm sure you all wouldn't like to read 349 paragraphs about why, what, where etc.. so I'll list the changes this mod brings (hopefully to 0 A.D. Alpha 23) NEW - Kushite civilization! (Differences from 22.1_KD) Replaced unfitting heroes with Nastasen and Arakamani Added Ptolemaic Trireme to be trainable - requires Nastasen hero Reduced Village Phase unit selection NEW - Righted the mix up of temples, now can separately build both Amun and Apedemak temples. - Amun temple is more expensive but offers unique technologies and a greater garrison number - at a cost. NEW - Mercenaries are promotable: made rank 2 and 3 actors for Clubmen -- placeholder, waiting for better others just keep actor but promote Vision Citizen-solider infantry base vision 50. (Maximum: 70) Citizen-Soldier cavalry base vision 55. (Maximum: 75) Champion infantry vision 75. Champion cavalry & Infantry heroes' vision 85. War elephants' vision & Cavalry heroes' vision 90. Elephant heroes' vision 95. All siege 90 vision except the Siege Tower's 100. Healers & Women base vision 25. (Maximum:45) Traders & Worker Elephants base vision 30. (Maximum: 50) Fishing ships base vision 10. (Maximum: 30) Merchant ships base vision 40. (Maximum: 50) Fire ships base vision 40. (Maximum: 50) Biremes and Triremes base vision 80. (Maximum: 90) Quinqueremes vision 100. Run speed adjusted to be reduced by same amount as Walk Speed. Players have long complained that such high vision is unrealistic and that it should be lowered. Attack Ranges & Movement Speed Archer units maximum attack range reduced by 4. Archer units gain +10 attack range per phase, slinger units +6. All units start with only 80% of original movement speed. Town Phase gives +10%, City Phase +14% Citizen Soldiers Cavalry rework Sword, spear and skirmisher cavalry have all been reworked. Based on tests so far: Sword Cavalry > Spear Cavalry > Skirmisher Cavalry > Sword Cavalry Ptolemaic camel units now inflict a 20% attack penalty on all cavalry (including allied) within a 40m range. Spear Cavalry 2s attack rate, attack reworked to suit the new values. Citizen-soldier archers' maximum movement speed increased to 10. NEW - Elite Seleucid Bronze Shield Pikemen now need 250XP to promote to Champion Silver Shield Pikemen Unit loot increases with rank. Elite units' stats improved slightly. Citizen-soldier cavalry capture rate decreased to 1, increase of only 10% hp per rank (instead of 20%). Logically, cavalry should have a lower capture rate than infantry. Champions All cavalry champions' capture attack reduced to 4. Archer champions' attack range decreased by 4. Skirmisher Chariot Champions now have 320HP and +2 pierce attack but require 2 population. Spear Cavalry Champions retain the 1.25x counter vs. other cavalry, likewise the 3 second attack rate. Gauls - Naked Fanatic pierce attack increased by 2. Heroes Carthaginians Hamilcar's 2nd aura: As you all probably have figured by now, Hamilcar is not a "useful" hero (giving only +15% speed compared to the attack bonuses of Marhabal & Hannibal) Thus, a new aura has been created (based on historical facts) which decreases enemy mercenary attack values by 20%. Persians Darius I's movement speed bonus aura increased from 10% to 15%. Romans Scipio's aura range increased from 10 meters to 30. Technologies 2 new technologies at the Civic Centre, affecting both movement speed and health respectively. Artillery Instructors: Siege weapons cost 20% less wood This technology now costs: 500 food, 250 stone, 250 metal instead of the original 500 metal. Unlock Spies: All support units may now be bribed, not only traders. Mounts: Unlock village phase cavalry, researchable for 100F 100W 50M at the Corral. Mounts icon changed, now uses a portrait imported from Delenda Est. 2nd redundant tech replaced with an autoresearched one - at the cost of a warning message when using the Structure Tree Domestic animals base train time doubled, added new technology "Husbandry" for -15% train time and moved Stockbreeding to the Town Phase with maintained -25%. Blacksmith features new Specialization technologies Hero armor tech split up into mounted and infantry ones, now supersedes infantry and cavalry armor upgrades respectively. Stoa technology added as fitting the Royal Stoa's functions - Price Control: +15% market barter values. Wall Tower technologies added, first may shoot arrows then bolts. Carthage Colonisation technology (500W 500M) now affects Civic Structures (Civil Centre, Temples, Houses) by reducing their cost instead of -25% build time. Structures All civilizations have received a new animal trainable from the Corral, this new addition is the Chicken, for all civilisations. Ships The Ptolemaic Juggernaut now costs only 5 population instead of the original 8. Siege Siege Towers' maximum arrow limit increased to 15. Some changes by @Grugnas were incorporated. Support Healers now cost 200 food. Trade Trade income was re-balanced based on suggestions by @Nescio Incorporated several features of the Pro Balance Mod (by @user1) https://wildfiregames.com/forum/index.php?/topic/22798-pro-balance-modconcept-please-test/ GUI Changes Panels now showing Vox Populi mod name with version. Lobby title says "Multiplayer Lobby (Using Vox Populi) - to avoid players forgetting they are using the mod and joining a vanilla game. Download Here!!! vox_populi_22.1.2.zip lightweight edition (for balance and testing purposes) vox_populi_22.1.2_lightweight.zip Installation Instructions: Extract this zip file into the mods folder. The correct folder depends on your operating system. Windows replace USERNAME with your windows login name. Vista or newer C:\Users\USERNAME\Documents\My Games\0ad\mods\ XP / 2000 C:\Documents and Settings\USERNAME\My Documents\My Games\0ad\mods\ OS X ~/Library/Application\ Support/0ad/mods/ Note: "~" is a shorthand for the current user directory. Linux ~/.local/share/0ad/mods/ Note: "~" is a shorthand for the current user directory. -------------------- Changelog 22.0.1 - base version 22.0.2 - Rabbits fixed, infantry archer champion speed increased to 13 to stay constant with citizen-soldier infantry archers. 22.0.3 - Trade nerf fix, vision rework based on suggestions by @elexis and @Grugnas 22.0.4 - Rabbits removed, cavalry rework, attack range and movement speed rework +++ 22.0.5 - Trade fix (based on suggestions by @Nescio), Skirmisher Champion Chariots rebalanced. 22.0.6 - 2 new CC techs, 2nd cavalry tech fix, new icons, new corral tech, increased training time for domestic animals, ++ 22.0.7 - Specialization technologies, hero armor technology rework, new stoa technology 22.0.8 - Wall Turret rework, new technologies first to unlock arrows then bolts. 22.0.9 - Unit loot increases with rank, cavalry only +10% hp/rank, some minor adjustments to elite bonus and spear champion cavalry. 22.1- Kushites added, seleucid pikemen can promote to champions 22.1.1 - Kushite hero rework, error fixes, reduced Village Phase unit selection 22.1.2 - Kushites: Temple rework and differentiation, mercenary fix
Hi , Im working on .... Carthage : 7 players of 50 pop limit --> 6 districts + 1 army of 50 mercenary champs VS Rome : 1 player of 500 pop limit mostly invading by sea (like survival of fittest) + nubians troops coming from desert I'm using the elevation terrain hack to put some buildings on top of others and make them look like merged in order to have unique structures (below, the 5 houses produces those 5 females with no evacuation problem) Rome will invade with RAMS, but will not be able to crush the Carthage walls everywhere (terrain elevation as unbreakable wall and platform for bolt-lozaa ) If Rome is in the walls .. Some places will be used to make good retreats for those 5 noobs Gauls, Athenians, Iberians, all different but their HATE of Rome on their face Even if the map could be used to be playable, i want to go into the new camera function in 0ad22 to make great cinematics in the narrow streets of carthage during invasion action . (to make a SUPER promotional trailer of 0ad) Also, for the sake of global interests, it would be nice to have a 3D map of carthage which could be used , i.e , for any TV documentary For this, Carthage has to be fulled with contents to give it a living appareance. FEEL FREE to WORK on it and make updates on this thread the pmp https://ufile.io/6vgn1 the xml https://ufile.io/xwqlc