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Hannibal_Barca

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Everything posted by Hannibal_Barca

  1. Ancient Empires - independent mod Delenda Est - independent mod Pro Balance mod- concept test 0abc - balance Vox Populi - balance Monkey Wrench - balance Ponies Ascendant - fun and probably a few more too but these are the ones on the first page
  2. But isn't specifying at the end of the file good enough? and the thing you are looking for is "affects": ["Infantry", "Cavalry"] (if you still think it's necessary) Check Vox Populi, seems to work there
  3. Updated to 22.0.9 Units gain loot with rank. Elite bonus made to give even more than Advanced bonus. Cavalry +10% hp/promotion only vox_populi_22.0.9.zip
  4. replace {"value": "Loot/food", "add": 5 }, {"value": "Loot/wood", "add": 5, "affects": "Infantry" }, {"value": "Loot/wood", "add": 5, "affects": "Cavalry" }, {"value": "Loot/stone", "add": 5, "affects": "Sling" }, {"value": "Loot/metal", "add": 5, "affects": "Sword" }, {"value": "Loot/xp", "multiply": 1.2, "affects": "Infantry" }, {"value": "Loot/xp", "multiply": 1.2, "affects": "Cavalry" } with {"value": "Loot/food", "add": 5 }, {"value": "Loot/wood", "add": 5 }, {"value": "Loot/stone", "add": 5, "affects": "Sling" }, {"value": "Loot/metal", "add": 5, "affects": "Sword" }, {"value": "Loot/xp", "multiply": 1.2} It would work right? Also thanks for showing me how to make unit loot modifiable as I have long wanted such a feature but didn't know how. Now implemented in Vox Populi.
  5. 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" },
  6. A way to fix this one? You sure about this? Champ Cavalry base health is 300.
  7. 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
  8. 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
  9. 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?
  10. 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
  11. 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
  12. Nor can rams down walls like that So if we take all that out whats to stop walls from being op?
  13. 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
  14. If there are enemy units around then they don't attack buildings, unless the units are out of their vision range
  15. 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)
  16. Oh yeah Dont forget elephant stables for every civ that got them And of course barracks can train only infantry
  17. I think these suggestions are only quickly thought up ideas with no solid conception nor set direction behind them
  18. Increasing crush damage makes them better vs. buildings. Currently they are already just fine. Basically quote all you want but I don't think this is a rational idea to buff slingers, archers or skirmishers. Cavalry can be balanced without making other units OP.
  19. You only think of cavalry here, if you do these changes then A23 will be about archers and slingers. Remember that slinger crush had to be nerfed? Now you are asking for them to be buffed? Cavalry can be handled in more proper ways, but this is not one of them.
  20. I don't think that the ranged cav problem should be solved like this. For balance, check out the Vox Populi Mod or the Monkey Wrench Mod Cavalry contributes to the fun of a game. You got problems with it? Try to adjust values or even requirements but don't remove it from the Civic Centre.
  21. I agree, personally I don't see eye-to-eye with @Nescio in a lot of things and units costing metal is one of them Being Vox Populi as it is, I don't hear the masses clamouring for all units to cost metal
  22. 3k food, 4k wood, 1.5k stone, 1.5k metal for 20 pop with that you can get full upgrades and have some res to spare, that's more of an advantage Also to build the wonder itself takes manpower So thanks for the suggestion anyway but I'll keep it as it is
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