
Emacz
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Everything posted by Emacz
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Ive modified it from the current version, but in the tool tip it tells you. It adds default arrows to the fort, pretty sure its 6? Ive done this instead: "genericName": "Professional Garrisons", "description": "Hire soldiers to hold defenses against enemies.", "cost": { "food": 400, "metal": 200 }, "icon": "coinage.png", "researchTime": 50, "tooltip": "Fortresses +5 default arrows and 50% more garrison.", "modifications": [ { "value": "BuildingAI/DefaultArrowCount", "add": 5, "affects": "Fortress" }, { "value": "GarrisonHolder/Max", "multiply": 1.5, "affects": "Fortress" } ], "affects": ["Fortress"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
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Ok so I'd like to have a "town" ram weaker/slower cheaper than the regular ram... and then a regular/city ram. Ive created a test and its working OK. However, I'm wondering is it possible for the town ram to only show up in town phase and then disapear in city phase? cause currently when you get to city phase you can still train both. Which isn't the worst case, but it could be slighly confusing. And related I'm wondering if its possible to have all "town" rams convert to city rams once you hit p3.... Or else I guess what I could do is something like roman centerians. Thanks!
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can you send me some reading material and Ill see what i cam come up with?!?
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link to git! Emacz2/historical-patch
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that's why you diversify a little one of these days you might try historical and realize its not that bad. In fact a couple things have made it into mainstream game already. Ssytion pop bonus and ram garrisoned speed. I havent given romans slingers yet... but they do have access to archers, and yes gauls/brits have access to archers. However, each civ has to unlock different types of infantry. So you still pretty much start out like in vanilla. But they you decide if you want to invest in unlocking another type of infantry or not. Also some civ may have a basic version of a unit that doesnt promote. Things like that. You can still make it VERY interesting
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I like this! I may ask you for some help incorporating parts of it into historical patch Ive already retweaked their overall stats a little, but only p3... less HPs but in general more dmg.
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got your 10% speed for the Numidian cav I think more civs used merc than are included in game.... almost all civs could have some form of merc which would make the cart bonus a little more useful.
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"Markets build 25% faster, techs from market cost 25% less resources" } "Mercenaries -35% train time, -25% metal."
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No... all 5k mines now have 6k metal. But sele has an option to switch to plundering temple (they were known for raiding/plundering their own temples) When temple is "plundering" it loses health, can not train an priest/research and priest techs but gains metal trickle.
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already have 6k metal in hisotircal. Great minds think a like!
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Historical's got u covered
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newest version. Delete old one first seems to be easiest way to go. Should have it up on git at least soon. Trying to find the subtle differences from the a26 version and implement them. historical-patch.zip
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historical mod, fortress gives small territory root, not as big as cc but still.
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I have no artistic talent, but if you give me a civ, and units I can add it to historical and for now just use another civs icons/actors. Then if enough interest maybe we can get some help slowly creating unique artwork.
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Thanks yeah i think i came accross that video but havent watched it yet, but also saw some info on the macedonian phalanx (I gave them an aura, long with Sparta, Athens) since formations don't really add any bonus. Same thing with Romans and testudo....and again want to/willing to play around with more!
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We could definitely use ur expertise with the historical mod. Are you on discord? I forget, if I've asked. What's ur in game account? Would love for you to check out some of the things and point out any inaccuracies or things we could improve on if you see some
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Ah I thought pretty much all pikeman didnt carry shield? they were two handed weapons? I guess they could kinda of have a smaller one on their forearm or something.
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This is my point! This is all great info. Why are pretty much every champ XBOW the same stats, ever citizen swordman same stats etc Finally I like how there is a Catophract mixin. I try and find the historical differences in civs and work them into my mod. Yes it can become a little more confusing, especially for newer players. But it can also make it more interest sting and strategic. For example based on what Ive read both the Kush and Maury where know for their Archers... Kush tended to use poisoned arrows, so I gave them less pierce dmg and added poisone dmg. Maury used 7 foot bows that they had to stabilize with their feet. I gave them +2 range and alittle extra pierce. if people like these ideas and can bring me some sort of proof references I want to make more changes. For now since you said the mace xbows were mroe siege I gave them extra range and dmg, but they shoot slower.. I also gave the troops a little more armor but they walk slower... so they are kind of in-between normal units and actual siege. Feel free to check out my topic about the historical mod: Always looking for players to play with and try things out, but also always looking for new ideas. We also have a small discord group where we discuss changes and what not. Thats one of the things I love about 0ad and it being open source. The Devs work really hard to put the game together and worry about all the coding and what not. We can play around with the historical side of it and make new units (Brits, Celts, Persians all had some variation of axmen infantry) and mabye some of those ghings will make it into later alphas! Cheers
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Of course! although it will change again soon... Im close to getting back to where we were a26... Once that is complete ill do github or something, and the changes will be much slower just based on feedback from playing expierences! if you can play Multi let me know Leif In game, Enjoy! historical-patch.zip
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anyone? the AI is way too ez... and im not that good at coding yet to make them OP
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If the ancient greeks used them as siege weapons and the Hans just used them as regular weapons why do they have same stats? Or did Han use them as siege as well? they definitely act more like regular soldiers IMO.
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Im trying to work on an even more "historical" version of the game. Although it still needs a lot of work and testing Thats why I like to look these things up.
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Thanks, yeah in game the specific name of Gastraphetophoros wasnt turning anything up. But Gastraphetes does... although nothing specifically about Mace, probably invented in 399 BC. Gastraphetes - Wikipedia Its pretty cool what you can learn just by playing 0ad and then doing a little follow up reading
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I just did a quick search (nothing extensive yet) but haven't come across the Macedonian army using xbows. Can someone point me in the right direction. Or were they just added for gameplay/balance purposes?
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I know a27 just came out, and everyone likes it But I have been working on a mod (started on a26) that I would love for people to try out and play! Im not trying to seperate the community at all. I'm just trying to learn more about modding and dabble around in it. However, since Petra isn't that strong (and that is way above my pay grade) it would be nice to have people to play with and give suggestions so I can continue to develop my skills The purpose behind the mod was to try and create a little more historical accuracy and difference between the civs. It's been a lot of fun and I've been learning a lot and reading a little! I've had help from @TheCJ @Atrik@Meister@Friedrich123@real_tabasco_sauce and I'm sure others my old brain is leaving out. But yeah its really been more of a community project once it got going a little. Currently I would have to send a zip file... eventually maybe mod.io if I get lucky! Thanks! LeifTheLucky