
Emacz
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Everything posted by Emacz
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I'm playing my mod, which is built on top of com mod 26.13 with some of the 14 features added. Im just going to go into the file and disable promtion, since it makes no sense at this point
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No, not the aura, if you train a champ swordman (Italic heavy infantry) and it reaches 2000 exp (i did it sitting in baracks) they "promote" more like a demotion though, to Legionaries. Unless legionaries have some special ability I dont know about?
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these are champs with 200 life and better attack then the Roman Legionaries... Yet the heavy swordman promote (with 2000 exp, took about 25 minutes cooking in barracks) to roman Legionaries. Why would you want to promote them to a weaker unit? Am I missing something?
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Ive addressed some of these things in my mod, if anyone is interested. Ive actually decreased everyones capture rate, infantry and cav, champ and regular. Also Champ cavs cost slighly more and take a little more train time so its a little harder to spam them All sorts of other changes too. Similar to com mod, and would like to get more imput for more players!
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Working on a slightly more historically accurate mod. ISO ideas!
Emacz replied to Emacz's topic in Gameplay Discussion
Thanks @Atrik So some units have slight chance to "block" poison and reduction in duration. Fortress have 100 chance to block fire, while greek civs/stone buildings have anywhere from 50-90% chance to block fire. -
Working on a slightly more historically accurate mod. ISO ideas!
Emacz replied to Emacz's topic in Gameplay Discussion
Thanks, think I got it to work! So assuming its the same for poison? for example if i want elephant to have less of a chance of being poisoned due to thicker skin, I could maybe put 0.5 BlockChance? -
Working on a slightly more historically accurate mod. ISO ideas!
Emacz replied to Emacz's topic in Gameplay Discussion
Thanks! and bummer. Hopefully soon -
Working on a slightly more historically accurate mod. ISO ideas!
Emacz replied to Emacz's topic in Gameplay Discussion
If anyone knows about added "fire resistance" to buildings let me know. It would make sense to me that some buildings burn easier than others! Also I should point out I dont know much about programming or coding. I just edit text fiiles to make my changes. So if you want to see something completely new, I'm not the guy for that. -
I am in the process of retweaking things that I think will make the game a little more historically accurate and help each civ be a little more unique. Ive worked on Sparta, Hans, Kush and Maury. I've also retweaked all units: I'm attaching two pdfs for people to look at. For exmaple the game has bow projectile speed faster than xbow. My understanding was xbows shoot a lot faster (and thus are more accurate.) So i changed the projectile speed and spread to hopefully match that. Some other examples. I read that kush archers often dipped their arrows in poison, so i added poison dmg (but decreased pierce dmg.) Mauryas used fire (their champs shoot fire arrows) they also used 6 foot bows, so i gave them more range but slowed down their attack speed a little. Mauray infantry were more of the light variety, so i gave 5% faster run/walk but 1 less of each res. Spartans have four classes: Helots - lowest class, slow health drain, excellent resource gathers, WEAK fighters Perioikoi - strong resource gathers! weak fighters, non citizen, infantry, soldiers (dont get blacksmith techs OR p2/p3 health bonus) Hoplite Perioikoi still get any "spearman" bonus. 25% slower attack rate 50% less armor. Train from camps on outskirts of territory. Neodamodes - strong fighters, and fast builders. Non citizens (they do not get the p2/p3 health bonus) however they do get all forge techs. Citizens - Women and Champion Spartiates Hoplites and Skirmishers. Hardest women in game to kill, Champions best fighters for Sparta I know this may not be as fun for some people. It adds alot of complexity. You will need to understand each civ and realize not all archers are the same. Things like that, but I think it could also add a more diverse game play style. Infantry rushes are a little more viable, especially with Sparta. I also brought back some ideas from older alphas of the game. Like there used to be a health increase in units when you went to p2, and again p3. That is in my patch. Im hoping to get more help from the community, especially active players and those fascinated by history. I'm willing to make changes and add new things if you can back it up with some data (I just use wiki to get my info!) Feel free to respond to this post, send me private messages or whatever works best for you! Thanks 0AD units - Melee.pdf 0AD units - Ranged.pdf
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Thanks, While I think Hero dancing is an issue, i do think that some micro/dodging/avoiding is good. Im going to use this spread sheet to mess around with things and hopefully get in game feedback to make changes if necessary. 0AD units - Ranged.pdf
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Well how do i do that?
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I just do this for fun, so I built a mod on top of com mod 26.13... I just change the txt in those files. Im a nub programmer
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I'm on it! Ill slow everything down
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Let me know which ones From what I read XBOW is more accurate than bow due to speed, so I actually switched the speeds around a ltitle, bow was at 100 dropped it to 85 and put xbow at 90
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trial and error and imput for people who try my mods. What I am thinking right now, and these numbers are completely arbitrary is: Jav spread of 5, range 30 speed 70 Cav version spread 5.5, range 28 speed 75 Slinger spread 3.5 range 45 speed speed 75 Cav version spread 4, range 42, speed 80 Xbow spread 1.5 range 45 speed 90 Cav version spread 2.0 range 42, speed 95 Bow spread 2.0 range 60 speed 85 Cav version spread 2.5 speed 90, range 57 I dont even know what role speed plays.... Merc of that same unit Probably subtract .5 from spread, add 2-3 to range keep seed the same. Champs subtract 11 from spread, range 3-5, speed +5. Heroes..... OPP
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Wow, thanks I really appreciate this. I think it makes a little more sense So I really need to think about it as if all three ranged weapons, or 4 I guess right? Jav, Bow, Xbow, Slinger are trying to hit something at the same distance. If the target is 5m away they probably should all hit it about 99.9% of the time, 10 meters away, maybe the Jav becomes just a little less accurate. When can you really start to notice the difference? Ive heard if you set spread to 20 its pretty funny, but have yet to try it myself. My goal with my mod is to try and make things as historically accurate as possible, yet still balanced and fun. So this will take a little time to play around with and really think about. I'm open to ideas on what to set spreads too.... My thought is infantry would be slighlty more accurate than their mounted counterpart. Also merc slightly more accurate than regular solidiers and champs the most accurate.
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Can we get a slight buff for spartan champion hoplites?
Emacz replied to Gio's topic in Gameplay Discussion
Thanks!! Gio, yes Ive tried to modify Sparta and make them a little more historically accurate and give them the strongest hoplites in the game! -
Hmm yeah i did look there, but i am tech nub. Is it possible to try and break it down into layman's terms Comparable to actual examples.. Thanks!
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I am on windows!
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So my understanding is that the attack spread is how accurate a unit is at hitting the target and the higher the number ie spread of 20 is a lot less accurate than a spread of 2. Is this correct? What exactly does the spread = ? within x distance of target? I've been playing around with the files a little creating a mod based off of community mod. Generally speaking I feel like the further the range, the less accurate. If you are trying to hit something 60 meters away, its harder than hitting something 30 meters away. So I figured the spread should be higher for longer ranged units, ie archers higher than slingers/xbows, higher than javs. But then I realized jsut cause they have a logner range, doesnt mean they are always reaching that max range. if 30 is low end of the max ranged units and they are all trying to hit somethign 20 meters away what should be more accurate, a bow and arrow, someone slinging a tiny rock or a jav? Also would make sense to me that the equivalent unit mounted would be slightly less accurate than its infantry counterpart. Anyone able to help explain how accuracy works in this game and what the spread means? Also feel free to disagree as to wether further distance should = less accuracy and answer the question at the same distance which weapon would be more accurate? Thanks!
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How can we help get A27 out the door? Or do we need to be tech savvy?
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Team pop instead of or included with world pop
Emacz replied to Emacz's topic in Gameplay Discussion
I'm still relatively new to modding.... i can really only change txt How would I incorporate this into my new mod? -
What if there was a slighlly different 1x1 rating system? A "seasonal" one that resets and you see what's the highest lvl you can achieve, similar to star craft. Unfortunately I know nothing about that side of things. I too wish it were bigger, more 1x1s and people to test out my mod that is built on top of com mod, trying to go back to a23 al ittle with a little bit more uniqueness between civs.
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Looking to people to play my new patch and provide feedback on balance. I'll pay with my sincere gratitude https://github.com/Emacz2/leifs-sparta-patch unzip to your mod folder. The folder inside of mods should be called leifs-sparta-patch-main Thanks!
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https://github.com/Emacz2/leifs-sparta-patch its now up on github, more changes, you can download and read changes txt