
Emacz
Community Members-
Posts
284 -
Joined
-
Last visited
-
Days Won
5
Everything posted by Emacz
-
pikeman counter horses, not sure how to do double counter. Maybe skirmishers? since they are already the weapon of choice against eles, 1.25, 1.5, 2x dmg ?
-
It's been done on historical Infantry slighlyt faster base speed, cav actually slightly slower base speed.
-
how so? give me some ideas
-
I would like ur AI updates
-
Request for Sassanid Empire in Millennium A.D.
Emacz replied to Mirza Shakiba's topic in Scenario Design/Map making
pretty sure 0ad is just 500 BCE to 500 CE But if you have some ideas for civs let me know and i can try working them into the historical patch. -
Im playing around with "Helots +100% grain gather rate, +50% wood/metal/stone but champions take 25% longer to train."
-
well and soemthing like helot economy is ONLY useful with one civ Doesnt that affect thigns?
-
bot PETRA_Expert (0.7.1).More active bot, compatible with A27.
Emacz replied to mod_3d's topic in Game Modification
yeah it crashes wheni try and use it with histoical patch -
bot PETRA_Expert (0.7.1).More active bot, compatible with A27.
Emacz replied to mod_3d's topic in Game Modification
if it doesnt train women from houses, definitely isnt @Atrik It crashed 0ad twice the times i had it enabled... Ill have to see if i can figure out whats going on. -
bot PETRA_Expert (0.7.1).More active bot, compatible with A27.
Emacz replied to mod_3d's topic in Game Modification
OPPP I wanted to learn some coding to improve bot, hope it works with historical patch. Will maybe help with testing things out! Thanks -
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"
-
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!
-
can you send me some reading material and Ill see what i cam come up with?!?
-
link to git! Emacz2/historical-patch
-
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
-
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.
-
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.
-
"Markets build 25% faster, techs from market cost 25% less resources" } "Mercenaries -35% train time, -25% metal."
-
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.
-
already have 6k metal in hisotircal. Great minds think a like!
-
Historical's got u covered
-
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
-
historical mod, fortress gives small territory root, not as big as cc but still.
-
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.
-
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!