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Emacz

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Everything posted by Emacz

  1. In one of our versions we had a bonus where CS for Brit’s/gauls and more HP. Cause where they bigger/fiercer in stature say compared to the Romans? maybe I’m just thinking too much American dramatized Vikings on TV but could do something similar if it could fit for the tribes. All melee + 25 health or something.
  2. Well I removed it for Sparta… but their military techs are a little stronger than the average, so by the time you get p3 full techs, they are still fully capable of fighting without it. For example we could start with city states -10% pop bonus. + 10% infantry attack (none of them really had great cavalry) no will to fight tech. although I still think if give Sparta a little something to be a little stronger at least infantry wise. Unfortunately we have touched the navy and almost never play on water maps. That should definitely be Athens strength over Sparta.
  3. Yeah, actually we renamed it hoplite reforms. and I am now OK with the the of them getting the -10% pop bonus… even though Athens was maybe 2 to 3 times the size of Thebes… all 3 were by far the smallest of the 16 factions. Also I like maybe none of them having Will to fight, but stronger militiaty techs or something?
  4. Well generally barracks cost 200 wood 100 stone for most civs... but the tribal ones now cost 300 wood only, 20% faster build time but 20% less health and capture points.... similar to temples, forges, all of those things are wood only.
  5. So I like this, Sparta already has the -10% pop penalty... so it should apply to Thebes and Athens? Then Sparta may be strongest out of 3... Im tornn on citizens gather/military... on one hand sparta wasnt very eco driven right? on the other we use some melee bonus for some of the tribes as well... So we will definitely have to clean things up. All the city states have hoplite tradition
  6. Yeah, I made most of their buildings cost wood, similar to the tech that already existed for "celts" but I towers, forts, and ccs are exempt
  7. Which civs would fall into this category?
  8. Not sure how many times I have asked, suggested you play Classical again, but yes we have them as teritory roots.....
  9. Ok, I’ll start with either city states or tribes. would it be safe to say in general all tribal buildings are mostly wood? some other ideas on what they may all have in common?
  10. We actually have rome go from republic to empire, they are currently the only Empire Kush is a tough one
  11. Its also something I have wanted to do, but I have had a hard time coming up with good ways of group them with unique bonuses... you are giving some good ideas similarly here! Either one of you can PM me with how to set some of this stuff up Tribals I know Gauls/Brits and they already have something similar... I would think Germans could be put in that category? But the way the base game added germans they are quite different in their structures... so I didn't want to change that yet. Would Iber be in the tribal group? There are 16 civs, about 4 groups of 4 would be nice
  12. Yes, its something I was talking to steven about the other day.. Was probably going to do Han next... but so many other little things trying to clean up. Also what would it bring to the table/how would it elevate them. PM me some ideas and we can definitely start planning at least one of them. Just keep in mind we are trying to focus on 500 BCE to 100 CE... so if the empire phase didn't occur until after that, probably not worth it. But Pretty sure Han started before then.
  13. Thanks! I will work on this. Almost everything is different though so I’m not sure where to start that’s partly why I was putting some of the info here. and calling me at least, a developer is way too kind
  14. I knew you would find some issues with it. I like to generalize a lot thanks for cleaning some of that up. Although I think the way we have them differentiated right now from a game standpoint still makes more sense. But I’ll take a closer look. we don’t exactly differentiate the type of arrows, although that could be written somewhere in the tool tip probably. the ranges and rate of fires should be on the spreadsheet we set up! So if they need to be changed just let me know!
  15. Even though it doesn't seem to be helping much I thought I add a little more detail regarding the Classical Warfare AEA project. Another thing that separates it a little from the base game is more diversity within units. For example, there were at least 3 common types of bows from 500 BCE to 0/100 CE. You had the simple bow. Cheaper, easier to make, but not as strong/accurate as (Composite/Longbows.) Most of the Greeks were not known for their archery, the mainly used the simple bow. Then there is the composite bow, almost twice the range as the simple bow, popular among the Steppe people, used by the Achaemenid Empire (Persians) Sele and Ptoles. Then you had the more powerful, bigger long bows of the Maurya and Kushites. These bows often matched the range or exceeded that of the composite bow. But do it its size had a slower rate of fire and was not ideal for very mobile units. There were also different types of ammunition used with slings, most commonly stone or lead when available. Again trained slingers with lead ammunition could often out shoot archers as far as distance. The Balearic and Rhodians in particular were highly sought after for their slinging skills. Please correct me if I'm wrong But yes we are trying to make an effort to represent some of the important differences from the time period which made certain archers better than others, while some infantry stronger than others etc.
  16. They aren’t champs in CWA, but they are elite mercenaries. They have special stats, were highly regarded in the ancient world for their sling capabilities. Similar with Rhoadian. part of the problem is what exactly are champs?
  17. just please dont disable me again
  18. I appreciate all your help on the mod, but do you play it? <Population> <Bonus>25</Bonus> </Population> that is in the fortress template, they do give a pop bonus, 25
  19. They train soldiers, but again most soldiers, at least citizen soldiers wouldn't live in the barracks I don't think? But its not completely out of the question. Would be curious to what people think, and maybe it would be unique to a couple more "agressive" civs.
  20. What is different about this mod is a question often asked. I am going to try and answer that question and give a more in dept description of the mod. For starters, we collected as much historical data as we could (and still continue to collect and tweak) and redid the ranges, rate of fire and spreads for all land units. (We have yet to really touch naval units.) We used a complex formula thanks to @Thalatta to come up with "game" friendly numbers. For example, in real life the avg effective range for a javelin was 20-40m (we settled on 30, same as base game) However, Longbow archers (Maury and kush a little less) had an effective range of 110-160m! and some lead bullet slingers had an effective range of 120-220m! And of course, there is siege... well if we just used the avg effective ranges some units would hit targets on the other side of the map which yeah, that wouldn't be great or realistic! So the formula helped us curve those numbers a little but keep them within a range we felt was game friendly. We then tried to find as much information on repeat time, or rate of fire. Unfortunately for some weapons in particular like javelins there isn't really sources that document how often they could be thrown, so some of this is speculation based of sources that tried to recreate the mechanics and designs of the weapons being used. Once we had our ranges and rate of fire we were able to settle on some "dmg" ranges well as "spreads" we felt were reasonable. So the whole "attack" system has been redone. here is our thinking process charted out. here is a chart of base "cs" units I'll leave it at that for now. If you found this helpful, please let me know and I can work on it for other aspects of the changes we made. And again if you are interested in this time period and want to contribute in any form, we would be glad to have you join us!
  21. OK thanks, will keep an eye on it and see what other people think. Keep in mind civilians gather metal faster than soldiers, so sticking a few on metal will definitely help.
  22. Thanks to @stevenlauthere is now some footage of me getting my @#&#036;% kicked by him Classical Warfare AEA youtube channel!
  23. Or you could just join are games and tell me guess I need to maybe update. Or I maybe need to pay closer attention.
  24. If they are "equal" would they cancel out? I realize there is a structure regeneration rate as well... Say you take the base numbers: Structure regeneration rate 5 (garrison 1.0) I assume that means the building regenerates its capture points 5 every 1 second? If a champ has capture attack of 5, and building regen is 5 and no one garrisons then that building can never be capture? If building is 5, and you garrison 1 (+6/1 second?) then 2 champs trying to capture the building would keep losing 4 points per second? Still think some buildings may be a little too easy to capture, trying to figure out how to maybe tweak them. Also building loot, that only happens if you attack the building and destroy it? Not if you capture correct?
  25. Should have been @Thorfinn the Shallow Minded not the dinosaur But they are welcome to help too!
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