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drsingh

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Posts posted by drsingh

  1. On 7/12/2020 at 10:10 PM, wowgetoffyourcellphone said:

    Bindusara is a good option. Chanakya is a secondary hero, trainable from the palace or temple when you choose Chandragupta.

    Porus would be a great Atlas hero for scenarios or skirmish maps if someone @Alexandermb @wackyserious wanted to help me make him. :)

     

    I wouldn't mind having swapping unit rosters (Classical/Hellenistic) based on if you train Cleomenes or not, but I don't want to do it until there's a way to make items disappear out of the gui. For example, I don't want the barracks and blacksmith and fortress to have a bunch of grayed out Hellenistic stuff if you chose Leonidas. For now I created a happy medium. If we get that ability to remove items from the production queue ui, then I'm all for your idea. Consider it on the back burner until the UI code is extended.

     

    I would like to make some suggestions for Mauryan heroes.

    Bindusara should be the third hero.

    Ashok can be split into 2 versions of the king. Like i mentioned here before-

     

    Porus or Dhana Nanda could be considered as additional heroes, but less info is available about them to help decide bonuses.

    Dhana Nanda was the last Nanda ruler with a big empire, and powerful military that scared alexander's soldiers. He was later overthrown by Chandragupta Maurya under guidance of Chanakya(he was humiliated in court). Chandragupta Maurya is speculated to be grandson of one of Nanda's cousins. They had same territories, and culture is same. Only difference is name of dynasty- Nanda from Maurya because of name of founder.

    Dhana Nanda could be connecting link in a Campaign starting from Macedonia to End of Ashoka's conquest into pacifism.

     

    400px-Magadha_Expansion_1.gif

     

    • Thanks 2
  2. Hi, 

    I recently got around to trying svn a24 and git de.

     

    I'll post some of the bugs I found while trying a game with mauryas. You might already know about them.

     

    1) Outpost stats remain same even after upgrade to stone version.

    2) Gathering rates shown in tech tree and in-game are different. Even before doing any upgrades.

    3) Mercenaries don't get XP. Is this intended.

    4) Chanakya cant garrison in blacksmith but soldier can. (Also the first tech of blacksmith is not much of an option when you can make multiple blacksmiths for faster research.)

    5) Only ranged units count for arrows in CC or Tower or wall towers. But mele infantry can enable arrows from outpost.

    6) Only 10% farmland bonus instead of 100%. I looked at gather rate display of citizen while standing on top of it.

    7) Catapults built on battlefield by soldiers can pack and move. If this is intended, then let them be trainable in siege workshop.

    8) Decrease taxation didnt have the intended effect I think. It didnt affect market vendors. Or traders.

    9) I didnt understand how glory is gathered. Apart from praying and trickle from statue. All units have a 0.2 gather rate for glory. It slowly tickles in the start of game even when I'm idle. What other sources are there apart from killing and 2 mentioned above.

    10) Archer units only get hp and armor from promotions. All mele troops get damage increase. They should also get a divided benefit to attack and range. Otherwise scale badly lategame. Also in svn a24 units garrisoned in barracks slowly gain xp. Since production buildings have been separated, it would be nice to enable it for archery range and both stables.

    11) During game when i researched the advance rank upgrade for archers at city phase. All of my rank 1 archers got upgraded to rank 3. While rank 2 archers remained same. All of the rank 1 archers had atleast 50% xp from combat. Also could be due to xp requirement reduction of archery tradition. Any new archers trained after that, trained as rank 2, as intended.

    12) Description of archery tradition is different in tech tree and  in game from the civilization overview panel. Elephant round-up doesnt work.

    13) Wild elephants seem broken. Woodcutters keep randomly getting killed when they are around, even unprovoked. And scout cavalry which costs 100 food cant hunt them properly. 1 or 2 always die even when is send 5-7 of them. I feel scout cavalry should get a bonus against all wild aggressive animals (could include dog). Also either trample of wild elephant removed or made to activate only when it loses atleast a single hp.

    14) Currently heal on garrison is only enabled in CC, storehouse, farmstead, corral and elephant stables apart from temples. It is counter intuitive, since some economy or military buildings have it others dont. Also since mele soldiers dont count for arrows in fortress or towers, and dont get healed, there is no point for them to have garrison function.

    15) Bamboo long bows give a 10 wood bonus gain from producing each poison maiden archer. Cavalry sabre adds 5 metal to cost. But doesnt improve attack of scout and sword cavalry.

    16) Indian war elephant costs 200food 200 coin. while seleucid armored elephant having same stats costs 200 food 200 metal. both civ have "tusk spikes" which is supposed to add 10% metal cost. Couldnt test what happens for mauryans since I couldnt reach empire phase. Seleucid champion chariot archer dosent have the added 75 coin cost of mauryan champion chariot archer. though it has less attack 25 compared to 35 of mauryan counterpart. But It fails in comparison to its own archer infatntry(from phase 1) in terms of dps. 25 for 4 pop compared to 15 for 2 pop .

    17) Not exactly a bug. The visual actors of slaves for mauryas look better clothed than the citizens. Lower caste women were not allowed to cover their torso in the past at some places. Though caste system was not rigid and this bad at the time of mauryas, and slavery also was not prevalent, according to my knowledge. If you really want to keep this mechanic, you can switch some actors from citizen to slaves. And citizens have additional props like arm bands, jewelry etc.

    Conversely, I would like to have different systems for different civ for better diversity. Those civ which have slaves can have a lower limit on allowed citizens, and less gathering rate upgrades. Making them use slaves and depend more on taxation to recover the coin. The civ which dont have slaves can have higher limit to trainable citizens. And more gathering rate upgrades available to research. Some specific civ like sparta can keep current system of 0ad- male citizen good in combat, female citizen giving an aura boost and better in gathering some resources. Male citizens could be called to arms with an upgrade switch, if a barracks is built already. costing some metal and becoming a version of their mele infantry stat vise but being a different entity. So that they can be converted back to being gatherers with an upgrade button, costing some resources or not, depending on testing. (Similar to how maurya poson maiden archer and swordwomen change)

     

    Thats all I can remember right now.

    There were some tech choices, where i felt one of them was unviable as compared to other one. But I need to see more. And will post later after playing more.

    Also I feel there should be a limit to how many trickle buildings you can make per CC. So as to not allow completely passive play without needing to expand and gain territory. The corral, market, and market vendors limit should be tied to number of CC. that might need enabling additional cc at phase 2. Then you can have traders go between 2 CC instead of 2 markets(some other mod achieved this already), giving a feeling of actual trade between 2 towns. Like this the traders could be more susceptible to raiding. And having an ally in team games will help to setup trade early.

    Slaves training from resource drop sites feels a bit weird. Having them train from Markets and only 1 market per CC. Will give an upper limit to economy growth rate. Additional CC will help boom faster. Also I'm of opinion that Economy units like slaves or citizens shouldn't train in batches. It doesnt matter much, if after a raid the enemy can recover his lost units very quickly.

     

    In the end I would like to say that this mod has much better experience playing as compared to vanilla. Thanks for making it.

    • Thanks 1
  3. On 5/2/2020 at 10:04 PM, wowgetoffyourcellphone said:

    This is for Delenda Est players. You must use the SVN development version of 0 A.D. and the GitHub version of the Delenda Est mod. The Alpha 23 version is extremely out of date. 

     

    This thread is for general unit/structure balance and fixing OP strats. It's not a thread for proposing "4.27 pierce attack." That kind of thing comes in beta. However, if a civ's roster pushes them into unbalanced territory or if a feature needs tweaked for gameplay, post about it here. :) 

    Hi,

    It's been some time since I last played 0ad. I would love to try it again, and also see the improvements in DE.

    But I need some help. If someone could guide me on, how to compile and install the svn development version of AD and GitHub version of DE. Or point me in the right direction, if this is described somewhere.

    Thanks

  4. 1... Yes . For more aggreageted forests. But still maintain some few single trees spread about to give more natural environment. + Single trees should get wiped out when placing building foundations.

    Also similar thing needs to be done with huntable animals. They should spawn in groups. And move in herd, when anyone is attacked.

    2... I'd say 3. Since there are a lot of trees. There's no need to have more than that to get clumped on a single tree. Also many times at the edge of the map or edge of forest, the gatherers get idled waiting in line. since there is space for only one or two gatherers around it. The more spread about gatherers will chop through individual trees slower and the gathering speed (depending on drop distance) remains fairly constant for longer time.

    3. I'm not sure what this means. Is it same as 1?

    4. No. Should put this off till very late. Try with other changes first. Since this might not be needed. More wood will mean gatherers can be kept in a defensive location for much longer period. And to balance if the number of trees is decreased on the map, then the game environment will lose its current natural appeal and would appear plastic.

    5. No. not needed. Doesnt make sense. And creates problems with carrying capacity upgrades. Only place where a different carrying capacity is suited is for cavalry while carrying meat from hunts.

    • Like 1
  5. 27 minutes ago, wowgetoffyourcellphone said:

    Hmm, maybe, maybe not. Depends if there's some kind of overpowered militia rush in phase I.

    This was to make players having option to build barracks to allow defense in phase 1. or being greedy with faster and boomy age up but vulnerable to enemy rush. Also since military is being trained from barracks, it would make sense citizens get arms and armor from the same building. Also rightfully make the citizens out in open be vulnerable. This would require barracks shifted in phase 1 with atleast 2 soldiers being trained. This is not that important requirement if you feel it changes your design too much.

    27 minutes ago, wowgetoffyourcellphone said:
    31 minutes ago, drsingh said:

    Instead of limiting number of traders. Changing their efficiency. For allowing more variations in build orders

    Can just make them get more expensive the more you make too. 

    This will be similar to the limit. Only there would be a soft limit. Why I'm against it is because-

    The traders going between markets or CC. Are always more defensible than miners outside the territory. Also traders are infinite source. So they should be less efficient in gathering, to balance.

    If you only add hard or soft limits without addressing the above issue. Their would only be one build order- Build max number of traders as soon as possible. and focus on outlying mines later only if necessary.

    While adjusting efficiency only without any limits. Gives player option to transition to traders early or late depending on whether he is going for a long term plan or early play. And allows enough infinite source of economy to make a smooth late game experience after natural resources run out. While maintaining the superiority and importance to secure natural resources in early and mid game.

     

    Edit-

    28 minutes ago, wowgetoffyourcellphone said:

    A lot of the stuff can be implemented without any C++ or big JS changes. But some crucial parts do need some programming.

    I can only help with xml or json stuff currently. Some of the major JS and C++ changes could maybe wait till it gets incorporated in the main game. And a workaround can be used to showcase or test the feature, where possible. But ofcourse any effort made would be useless if the mod doesnt get more visibilty. and gets played by most people in lobby, to test and refine.

    • Like 1
  6. I assume you are talking about Champion units. This is less because of the inflated stats. and more because of the armor. They take very less percentage of damage as compared to normal units.

    It needs to be rectified by limiting the increase in stats to about 30%/40% increase and only 2 point increase in armor.

  7. 9 hours ago, wowgetoffyourcellphone said:

    BTW -- this thread wasn't my proposal for mod, it was my proposal for the vanilla game. It would require a fork of the code and a team to do a mod, and I barely have time and interest to maintain Delenda Est.

    If you want I can help you. In implementing the gameplay design mentioned here in Delenda Mod, or a seperate gameplay mod. The changes after testing could be adopted directly in the next alpha, as a whole. Instead of a small patch at a time. But need confirmation from developers to allow including it with the next release. Or a download link in the Multiplayer lobby, for more visibilty.

     

    Some slight variation if you want to consider-

    1) More role of XP- 25% more xp gain in own territory. Xp gain with each hit instead of kill. Double or triple xp gain from attacking enemy support units.

    2) Barracks being a requirement for arming citizens into militia.

    3) Instead of limiting number of traders. Changing their efficiency. For allowing more variations in build orders.

    4) The 3rd upgrade of citizen soldiers through Xp- 'Elite'. be closer in stats to champion units. To promote players to take care of their units and make them survive.

     

  8. What are mercenary?

    In any strategy game mercenary units are special units accessible from a special restricted building (capturable from map or build limit). The units are special in that, they are either stronger than normal units OR have very low train time OR dont cost any pop. But in each case they are more expensive.

     

    In current game Mercenary could either be made to be trainable only from special capturable mercenary training camps with added bonus of much faster train time. Or just make them to be training as lvl2 directly. And additionaly all lvl2 troops build capacity can be removed. So while they can gather at a very slow rate, they wont build.

     

    On 3/18/2017 at 6:11 AM, sphyrth said:

    If you plan to add a Nation Phase or something like in DE, I believe that's the best phase to put in the Heroes.

    Heroes could work better if allowed with reduced stats from phase 1.

  9. Defensive structures like Tower and fortress shouldnt be capturable.

    They always had secret entrances, so that enemy cant enter them. The enemy had only option to siege down these fortifiactions. the other civil buildings can ofcourse be capturable.

     

    But there should be a timer set after capturing, which needs to be completed before deleting is allowed. This to make sure capturing doesnt become an easy hack to replace sieging. And a group of cav without siege potential cant just go about deleting enemy houses in the first 5-7 mins of games.

     

    With this there would be proper sieging of fortress, towers and walls. After which CC will be targeted for capturing, and after being captured should give you the complete city in the territory. The timer will be a safeguard against capturing of random buildings like houses, and allow for garrison feature be removed from them.

    Garrisonable buildings need to be restricted to make support units more vulnerable.

  10. 1 hour ago, drsingh said:

     

    On 3/19/2017 at 6:06 PM, elexis said:

    Maybe they don't work as originally intended, but why are they broken? They do work and are a an alternative source of food income, more rewarding but more micro intense. Players are _not_ forced to use the more rewarding option because just doing fields works and there are many players who try different corral strats and many players who are very successful without fields.

    Garrisoning animals in corrals seems quite boring to me, income without effort, not self-balancing, unless you add further logic to it than a simple resource trickle upon garrisoning.

    Corrals are broken because they are extremely effective. Players soon get multiple thousands of food in their bank. So food ceases to become a resource. And everything which costs food is free. With bartering at market, it outperforms even Traders.

    There shouldnt be 2 infinite sources of single resource. Because it just means one of them is redundant feature. Being an alternate source which is micro intense is not a good arguement. There are less people playing right now so it may seem just doing fields works against a guy doing corrals. But it would not in more intense competitive seen. The more skilled players with higher apm will always only use corrals, and not build a single farm. And the lower skilled casual players will always build only farms and not bother with corrals. There wont be an option here. Good players will be forced to use corrals to not auto-lose. And Corral is just a time consuming mundane mechanic, the kind which takes the fun away. Even those guys who can macro it, dont enjoy it.

    Garrisoning animals is to give it a strategic option. Assuming that first herdables are made to have faster gather rates than hunts. After finding a random sheep/goat. A player has an option to either garrison it in corral for a slow trickle. Or eat it up quickly for a fast but limited spike. Both these options would seem favourable in different situations. Also the additional build limit to sheep from corral will make it a finite resource so theres no conflict with farms.

    Posted in wrong thread

    • Like 2
  11. I would suggest keep a single type of farm. And different gathering rates depending on the location. Lesser near CC and bonus on farmlands. The total of 3 values are easier to understand and exploit by a skilled player.

    With a gradual difference in gathering rate made possible by mimo's patch. It becomes near impossible for even best of players to assess their economy.

    Also keep all infinite sources- to not require micro. So players can focus more on battle in late game. With staying on top of units to make them fight their counters with no over kill.

  12. Regarding other forks in discussion in this thread...

    Berries seem fine imo. But I agree the fruit trees are alway confusing. Maybe a change in graphic could make them easy to spot.

     

    About cavalry being trainable from CC. I'm of the opinion that no military unit should be trainable from CC. Since CC is the main source of eco units. A player wanting to go for early aggression should have to a build a separate structure for military. Anyways merging eco and mlititary buildings make gameplay too convenient. the player never has to decide between investing in one of the above. Every decision which we remove from player, it makes game more casual and lose strategic depth. The same goes for having a single building for both infantry and cavalry.

     

    Citizen soldiers- again :). The current implementation is ofcourse not good for competitive gaming. But as you can see in my mod. A change in implementation is going to solve the problem. All you need to do is make sure soldiers like cav dont outperform a specialised food gatherer(woman) in food gathering. Soldiers who are meant to battle should be more profitable fighting than gathering. Being realistic-  in those days no king would keep his soldiers gathering if there was a war to be fought. And would gather only when fighting was not required. But due to mechanics in the game currently. It is more efficient to just keep gathering and let the enemy come to you. Except some naked, commando or jav cav rushes. The citizen soldiers should never be best at gathering any resource. There should be a 2nd eco unit which can replace them for stone and metal gathering.

    Just increasing the train time, or make corral being a requirement is not going to cut it to balance cav. 

     

    Lastly, even if it is still alpha, the player base is still important. Since it has accumulated slowly over time. And has started getting the game more attention recently. Which will be good for the future of the game. The game is quite playable already. Currently a gameplay mod with smaller changes will cause a sudden burst in players, if it makes for a better in-game experience. And with the increased popularity a second kickstarter campaign or something similar can be done. Will get a better response if players like what they see. And the remaining development will be completed much faster.

    Trying to completely rework the basic mechanics of the game- if alienates the players and many of them drop off. It will delay the development cycle and it will be apparent very late that the changes done made it better or not.

    • Like 2
  13. 1 hour ago, mimo said:

    Just to clarify what is D227: fields are built much faster (15s instead of previous 50s), but starts with a lower rate which increases with time. Typically after 2 mn, it reaches the nominal rate which won't change anymore as long as you have people working on it. As fields are long term resources, nobody cares about the rate of these 2 first mn. Then when abondonned, the rate that the field can provide decreases, and this "field rate" is visualized by the health bar (the field is destroyed when the health reaches 0). What it brings is that, when a field is half destroyed because of an attack, it looks more natural for me that the farming rate is decreased accordingly during the time the field is restored. And if when attacked, you garrison all your gatherers in the nearest cc, your fields will start to decay, which also looks more natural, but more importantly that makes raids against fields more efficient even if the defender has used the town bell.

    This is not the same as the female aura. With female aura its easier to assess since there are only 2 values. But here you want there to be a gradual change in the gathering rate of the farms. which the player has no way to assess. After a raid if the farms degenerate. How will the player know if he needs to put more people on farms to continue producing batches from 2 buildings(example) or not.. The player macro becomes random. This is where we should stop while pursuing realism.

     

    having said that, I liked the first change making farms capturable. It doesnt make sense seeing army attack a field. Also its loot bonus should be removed. I have implemented this part in Improvement mod.

     

    On 3/19/2017 at 6:06 PM, elexis said:

    Maybe they don't work as originally intended, but why are they broken? They do work and are a an alternative source of food income, more rewarding but more micro intense. Players are _not_ forced to use the more rewarding option because just doing fields works and there are many players who try different corral strats and many players who are very successful without fields.

    Garrisoning animals in corrals seems quite boring to me, income without effort, not self-balancing, unless you add further logic to it than a simple resource trickle upon garrisoning.

    Corrals are broken because they are extremely effective. Players soon get multiple thousands of food in their bank. So food ceases to become a resource. And everything which costs food is free. With bartering at market, it outperforms even Traders.

    There shouldnt be 2 infinite sources of single resource. Because it just means one of them is redundant feature. Being an alternate source which is micro intense is not a good arguement. There are less people playing right now so it may seem just doing fields works against a guy doing corrals. But it would not in more intense competitive seen. The more skilled players with higher apm will always only use corrals, and not build a single farm. And the lower skilled casual players will always build only farms and not bother with corrals. There wont be an option here. Good players will be forced to use corrals to not auto-lose. And Corral is just a time consuming mundane mechanic, the kind which takes the fun away. Even those guys who can macro it, dont enjoy it.

    Garrisoning animals is to give it a strategic option. Assuming that first herdables are made to have faster gather rates than hunts. After finding a random sheep/goat. A player has an option to either garrison it in corral for a slow trickle. Or eat it up quickly for a fast but limited spike. Both these options would seem favourable in different situations. Also the additional build limit to sheep from corral will make it a finite resource so theres no conflict with farms.

    • Like 1
  14. Improvement Mod {yeah, couldnt think of a name...}

    (A mod aimed to reorganise the existing assets to provide a much better game experience. It includes game design and balance improvements.)

     

    I have created a mod based on the design I had suggested. As a proof of concept. 

    Currently only one civ is working- Mauryans. And AI wouldnt use the features well. So its meant to be played on multiplayer- Mauryans vs Mauryans.

     

    In the beginning I'll focus on

    I) Improving gameplay, balancing diff strategies(Rush, Boom, Turtle) and units. Getting all the required features. 

    Once that part is taken care of-

    II) Getting compatibility for all civs. Balancing between civs, and differentiating them.

     

    There have been done lot of changes. Since its the first version- many specifics could need rebalancing. I am open to all suggestions and opinions. But I request that you play atleast 10 games on it before forming an opinion, to get the hang of things.

     

    Modified Game design- 

    (Red marks what is missing currently, Blue are temporary solutions)

    Spoiler

    Economy changes-

    (There should be a standard fixed rate of economy progression)

    Units- Female Citizen, Male Citizen

    Production building- CC

    Production rate-

    Single units in phase 1 (no batch bonus)

    Batch of 5 units in phase 2

    Additional CC unlocked in Phase 2

     

    Resources-

    Food- All living units, Techs

    Wood- Ranged military units, Siege units, Buildings, Economic Techs.

    Stone- Advanced Buildings, Phase progression techs.

    Metal- All Military units, Blacksmith techs.

     

    Resource dropsite buildings can be built outside CC territory.

    Farms get +50% bonus when built on farmlands. Farmlands should always be outside starting CC territory.<workaround – civic spaces>

    Huntable animals should get better ai. To move in herd. Instead of being randomly spread over a large area. Ranged Male citizens and citizen soldiers get 100% accuracy against animals. Gathering from hunt should be twice of base gather rate from farm.

    Stone and Metal mines should be present in the outer half(not border) of the CC territory. The total sum value of metal and stone present in the Starting CC territory should be reduced a bit, (depending on testing)

    Cost of Storehouse and Farmstead and build time be decreased. 75w(from 100w).

     

    Corral- moved to phase 2. Costs 150 wood. Build limit 2.

    (Becomes an advanced infinite food source)

    Acts like an animal farm. Has 5 slots for herd-able animals. Gives trickle of food- 1 per second per animal. Maxm 5 animal- 5 food per second. Can train(cost half of food value) total of 10 animal in a game. Choice to either put them in corral for trickle or harvest fast at 2Xhuntable gather rate for a sudden boost. Trickle gets +50% bonus if corral has atleast 2 farms nearby.

     

    Alternatively- Phase 1. Cost same (100w). No Build limit.

    Corrals have slots for 5 animals. Animals fatten over time to triple the food value. Fat animals come out of Corral. Animals can be trained in corral for the cost = food value. They directly enter the slot in corral if empty space present.

     

    Traders-

    Change cost- 150f 100w instead of 100f 80m.

    Pop cost- 2

    Trader moves between CC instead of Market. (Dock build limit 1 per CC)

     To make less efficient-

    1 trader(2 pop) going between two CC(placed as close as possible) should generate metal(or wood or stone) per second. Half(or maybe 60%) of what 2 male citizens can gather from a mine per second.

    Then if the CC are placed farther away. then the increase in amount should be in proportion to the increased time required to travel, so that the gathering rate per second remains constant.

    Speed upgrades to trade cart will increase the gather rate, but still should be taken care that it is 80% or less as compared to gathering directly from mine.

     The trader still can still collect all 4 resources. But since farms will be much faster for food. So it will actually only be used for other 3.

    <need help>

     

    CC phase progression-

    400 stone to phase 2

    800 stone to phase 3

    Building new CC cost reduced to 600 stone.

     

    Generic Tech tree-

    Phase 1- Village

    1)    House –75w (150w for large house factions)

    2)    Store house- 75w

    3)    Farmstead- 75w

    4)    Farm- 100w

    5)    Dock- 200w

    6)    Barracks- 150w 150stone

    7)    Outpost- 75w

    8)    Palisade wall- 5w

     

    Phase 2- Town

    1)    CC- 600stone

    2)    Temple- 300stone

    3)    Market- 250w

    4)    Corral- 150w (build limit-2)

    5)    Stable- 100w 200 stone

    6)    Sentry tower- 100w 50stone

    7)    Stone wall- 20stone

     

    Phase 3- City

    1)    Fortress- 800 stone (may be placed in neutral territory like CC. And gives similar expansion)

    2)    Blacksmith- 200w 200stone

    3)    Defense tower- 100w 150stone

    4)    Wonder 

     

    Each faction will atleast have all these structures. Plus their unique structures.

    3 different types of buildings of previous phase need to be built to unlock phase progression tech.

     

    Phase pop limits-

    Dependent on house build limits. House gives 10 pop each. CC gives 20 pop each.

    House limit-> phase1- 4, phase 2- 8, phase 3- 20(or more depending on rules).

    Phase 2 has a tech which increases the pop cap to-15 per house.

    So phase 1 has 60 pop limit. Phase2- 100(+100 per additional cc), Phase 3- Max.<workaround>

    Fertility Festival allows female citizen production at double the train time of CC. (so limited by max 4 buildings in phase 1)

     

    Mauryan and Persian houses- give 11 pop each. 17 after tech.

    Those factions which have larger houses-

    House limit-> Phase1- 2, phase 2- 4, phase 3- 10(or more).

    20 pop per house. 30 after tech. Fertility festival enables female citizen production- at faster rate- equal to CC train time.

    ------------------------------------------------------------------------------------------------

    Changed roles-

    Phase 1- a temporary stage. Most will advance soon. Except those going for all in rush (which can be effective).

    Phase 2- Better booming with batch production enabled at CC and further CC buildable. Also access to mounted units from stables. Also enable Traders. (Economy focus)

    Phase 3- In contrast to previous phase this phase is military focused. Access to Champion units. Powerful blacksmith techs. And Siege weapons.

     

    In phase 1 there’ll be option of either-

    making a double barracks (300w 300stn) and rushing the enemy,

    or going to phase 2 for faster gatherer production (400stn).

    Or a balance- defensive single barracks and phase 2(150w 550stn).

     

    In phase 2 there is option to either-

    Getting 2nd CC for 600 stone. To boom harder with double the Citizen-gatherer production and starting trade.

    Or go to phase 3 with 800 stone to get earlier access to Champions.

    -----------------------------------------------------------------------------------------------------------------

    Military changes-

    Soldiers can also gather resources, but at a slower rate. They (including male citizen) gain experience from combat and are upgraded to higher rank. They can also gain ranks by training them in Barracks for resource and time cost. Gaining ranks through Barracks is phase dependent. While gaining through xp is independent.

     

    Ranks and stat scaling-

    Lvl1- Citizen Soldier - x

    Lvl2- Elite Soldier -1.2x (+1 armor)

    Lvl3- Champion Soldier – 1.44x (+2 armor)

    Male Citizen(from CC) – 0.5x (-4 armor) <approximation>

     

    Here Champions have +2 armor and 44% better stats than Citizen Soldiers so they are better. But Citizen soldiers in 1.5 times the number will fight them equally.

     

    2 Unique Champion units available to each faction. (except Mauryan, which have 4)

    These have identical stats to lvl3 Champion, but have ability to gain a further lvl (lvl2 10% boost) through xp only.

    Citizen Soldiers can be trained at lvl 1 only even in phase 3.

     

    Fortress and special buildings unlock the unique champions. Can also train them.

    All infantry available to a faction is trainable in Barracks (build limit 4). All mounted units available to a faction are trainable in Stables (combined build limit 4). Military units are trained in batches of 5. Tech in phase 3 allows batches of 10. Faster batch production.

    Because of build limits of barracks and it getting idled during rank upgrade. The preferred mode of obtaining higher rank soldiers will be through combat xp. Barracks(or stable for mounted units) will be used to upgrade in special situations- like after reaching pop limit. Or to counter an enemy unique champion when your own unique champion is not suited for it.

     

    Experience gain-

    +25% faster in own territory. Further 50% due to aura of Statue or a hero.

    +100% against enemy support units (Female, Male citizen, Trader, Priest)

    Capped at (+100%) if under multiple effects.

    Hunting animals will not give any xp.

     

    Blacksmith upgrades- (all of these increase metal cost of unit)

    Single tier upgrades for Infantry armor, Cavalry armor.

    Single tier upgrades for damage depending on weapon- eg Sword upgrade, Spear, Arrow, Javelin etc.

    Effect can be maxm upto 20%.

     

    Some maps can have Neutral Mercenary camps guarded by gaia mercenary. Capturable and provide another military production facility. Important since otherwise military production is limited by 4 barracks.

     

    Combat changes-

    3 damage types- mele, ranged and siege.

    Buildings only get affected by siege attack. Every unit has a siege attack.

    Units have either mele or ranged attack. And 2 types of armor.

    Until the game develops all mechanics (like formation, charge etc), it would be advisable to include hard counters. To better assess the success of game design.

    --------------------------------------------------------------------------------------------

    UI changes- <need help>

    1)    Economic overview- To help plan your macro. Even more important if some of your fighters double as gatherers. Total number of gatherers can be shown in brackets next to each resource at the top. Hovering on it can give detail distribution. Eg Female-1, Male- 10, Soldier- 6, Cav- 1 etc.

    2)    "To war" (Alt-Q) flag- near idle citizen button on mini map. Clicking on it and then on map- selects all military units in whole map and ‘attack moves’ to the point you selected. This includes lvl1 and lvl2 soldiers who might be gathering.

    3)    Auto banners- For better control and micro of important units. Beneath Hero banner and above control group banners is a space for 4 Banners. Which form by themselves. This include the Champion soldiers (one type in 1 banner). If somehow you have more than 4 types of Champion soldiers on map. Then 4 with most numbers get their own banners.

    4)    Different rank of units show up with separate icon when selected. Eg. You are still able to double click on hoplite to select all (lvl1-3). But they have are shown in 3 groups as 3 icons in ui.

    ------------------------------------------------------------------------------------------------------

    Unit costs and gather rate-

    Female Citizen-> 50 food. Gathers- food-0.8, wood-0.6, stone-0.3, iron-0.3 (gives a gathering bonus aura 10% to all males)

    Male Citizen(option of mele or ranged)-> 60 food 10wood. Gathers- food-0.6, wood-0.6, gold-0.6, iron-0.6

    (food here is base gather rate of farms. On farmlands 1.5X. Hunting is 2X. Herdable 4X)

    (Both male citizen and female citizen have same train time= 10sec. Single Citizen soldier from barracks has double that train time=20 sec)

     

    Citizen Soldier- food,wood,gold,iron- all 0.4.  Builds 50% slower. Carrying capacity reduced by 5.

    Elite Soldier- food,wood,gold,iron- all 0.2. Builds 50% slower. Carrying capacity reduced by 10.

    Champion Soldier- Cant gather. Cant build

    Citizen cavalry(2 pop)- food from hunt- 2.5. from herdable- 5. +15 carrying capacity.

     

    Cost of upgrading rank of units will be difference in cost.

    Eg- Male citizen can be upgraded to spearman for 20 metal. And to archer for 15wood 5 metal.

    Time- 20 seconds for going up 1 rank. 30 seconds for going up 2 or more ranks(lvl1->3, Male citizen->lvl2, lvl3).

     

    Cost of military units- (an example)

    Lvl1 citizen soldiers- (upgrade cost in bracket – lvl 1-2, lvl2-3)

    Spearman- 60 food 10wood 20 metal (Lvl2->10metal, Lvl3->+10food 10metal)

    Archer/javelin- 60 food 25wood 5 metal (5w 5m, 10w 10m)

    Swordsman- 60 food 30 metal (10m, 10f 10m)

    Slinger- 60 food 25stone 5 metal (5stone 5m, 10stone 10m)

     

    Sword Cavalry (2 pop)- 140 food 50 metal (20m, 20f 20m)

    Spear Cavalry (2 pop)- 140 food 25wood 25 metal (20m, 20f 20m)

    Ranged Cavalry (2 pop)- 140 food 40wood 10 metal (10w 10m, 20w 20m)

     

    Unique Champion unit cost = lvl 3 soldier

    So eg Swordsman- 70 food 50 metal

    Ranged Cavalry (2 pop)- 140 food 70wood 40 metal

     

    These costs have been fixed considering-

    that even arrows and spears need a little metal. And mele units need more metal because of their armor. Higher rank units need more metal because of better armor. Upgrade costs according to the 44% stat increase from lvl1 to 3. And cavalry costs assuming they have double the HP but only slight (20%) increase in attack damage compared to their non-mounted counterparts.

     

    This results in- Food and Metal being required for all military units. Some of them also require wood and less metal.

    The gathering rate being equal for wood, metal and stone. Makes it easier for player to plan his macro and switch gatherers if needed.

    Dock and siege weapons have not been touched yet.

     

    I need help from the community regarding- 

    1) Implementation of Trader changes.

    2) UI changes

    3) Farmland bonus (native)

    4) Exp gain bonus in territory

    5) Better implementations of Upgrade mechanic, and house limits.

    6) Play testing

     

    Note- Corral only garrisons animals if you Ctrl Rt click on it to make itself the destination. Once the animal spawns it cant garrison back. Apart from that Corral changes are fully functioning.

    To Upgrade units stand them as close to Barracks or stable as possible. It doesnt show, but under the effect of aura - the 1000 sec train time becomes 10 sec.

    Farm and corral are capturable in neutral territory. to make it preferable to destroying it.

     

    This is my first attempt at modding. But due the excellent layout of game it became very easy. I've been working on this straight for 2 days. Since I am leaving home tomorrow. And It'll be few months before I get back on it.

     

    Acknowledgements-

    Wildfire Games-
    For creating a wonderful game. Making it easily moddable. And the prompt replies when i asked for help.

    wowgetoffyourcellphone-
    For creating Delenda Est. Which I liked a lot and adopted some ideas from. Civic space and Corral aura have been modified from DE.

    improvement.zip

    • Like 4
  15. Thanks.. That page is very helpful.

    I got most of the stuff worked out.

     

    But I have run into a problem trying to add a tech eg phase_town as a Limit changer. There was only example of it being used as limit remover.

    Also I want to know how to add a way to count the number of CC owned by a player. To use it as Limit changer.

  16. Edit-

    Yes you are right. I tried again with the same installation file which worked before. After 3 failed attempts installing on another drive which had 9 gb free. I tried clearing up space on C drive and it worked. :)

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