
Emacz
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Everything posted by Emacz
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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
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The goal was to make sparta a little more historically accurate and promote a more aggressive approach. Normal skrimishers/hoplites are the "working class" free non slaves (perioeci) They have 80% health of other civs, 75% dmg/armor. They are cheaper (40Food 40Wood) and train in 9 seconds instead of 10. They over time can promote to their champ units (battle and by garrison) until then they are unable to receive any tech upgrades. They gather wood/stone/metal .05 faster than other civs Women 60% health, 50% more hack dmg and 50% hack and pierce armor. They train in 9 seconds (Sparta treated their women the best out of all of Greece, mainly because the men were too busy training/fighting) They start out with spear pony, similiar to skirmishers/hoplites since they are "perioeci" it has 80% health and and dmg but cost 80% less resources. They have merc spear and Jav cav from CC and markets p2. You can't build stable until p3, then you can train merc cav from stable (Sparta relied heavily on Merc for Calvary. They didn't have their own Calvary until late in their history) There are no barracks, units are trained from the CC, ssystion and senate. Along with additional women from houses with tech, and slaves from the market in p2. Slaves cost 10 food 20 metal and take 10 seconds to train they have 2x the gather rate of normal men, but only 30 health and lose .25/second. They take up no pop. From market they train in 5 seconds but cost 10 food 40 metal Spartiates have an aurora that makes workers gather 15% faster within range, Ssystion and Senate cost 150 stone 50 metal 50 wood and take 105 seconds to build. You gain 5 pop for each one built. They can garrison 5 units and now also provide experience trickle like barracks. They can be upgraded for 200 stone 200 metal 100 wood in 90 seconds, garrison increases to 10, total population added is 10 (5 regular and 5 when upped) and train units 10% faster Sparta teambonus now applies to all infantry spearmen (heroes, champs, regular etc) Champs cost 90/90/70 Food/wood/metal, they now have Infintry Jav champs aviable p2, but you must up a ssystion first to be able to train them. Leonidas ranged is now 40, dmg 15% +2 of each resistance Agis -40% metal, -20% train time for own and allied soldiers There are 3 speed techs, first is regular 15% Second is 10% but applies to all infantry, however they take 20% more train time and -1 of each resistance Third is the same, additional 10% (35 total) but 20% more (40 overall) train time and -1 of each resistance (-2 overall) All Civs Merc + Champ cav = 2 pop instead of 1 All archers dmg increased from 7.2-7.5 Increased all champ spearman dmg and bonus vs cav =3 Increased all hero spearman dmg P2 phase up increased to 650/650/100/100 Food/wood/stone/metal P3 phase up increased to 100/100/800/800 Food/wood/stone/metal tried to bring back 10% health for all units when u hit p2, but having issues with that at moment... If there is a enough interests, I would like to start tweaking other civs as well to try and make them more historically accurate, unique yet still balanced. What Ive noticed so far while testing out sparta is they are weak/challenging to play late game...
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I had one, and then i kept changing it let me try and come up with one.
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https://filetransfer.io/data-package/lQEGOMIj#link newest link to the current patch. Im still trying to balance and tweak. Would really appreicate if others give it a try. Eventually i want to move on to other civs!
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I patched sparta even more from the latest com mod. Tried to make it more historically accurate. But want to make sure game play is still balanced. If anyone wants to test out with me let me know and i can send zipped patch!
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That often happens to be my issue. I guess the question is two parts. How actively is the game being worked on/developed. And if it's a long time between Alpha's and members of the community can mod and make tweaks why don't more people use that mod and be involved so its one bigger community instead of two? Is that more of a question?
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I've been thinking about this for a while. But first I want to make sure I understand the state of the game. It is my understanding that A27 have been delayed and there have been a lot of changes to the management and developmental parts of the game. Developers are not paid, and all of the money used to develop and promote the game comes from donations. Currently most of the new tweaks/balances to the game come via the community mod. Which is worked on by other players who enjoy the game. They too are not getting paid. And a lot of the changes come via feedback from the active players. If this is the case I can't/don't understand why so many people still play the "vanilla" version. If you don't like some of the changes via the com mod speak up, learn to mod improve the game. But complaining about the changes or saying the people working on the mod are not skilled enough to understand the game doesn't help the situation at all. Just creates more toxicity (which is a whole other issue.) But if more people play the community mod, there will be more games to find AND there will be more feedback for new changes until the 0ad is able to roll out a27 and additional alphas. (Isn't it also true that some of the things in the com mod are previews of what are to come in new Alphas?)
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But I like when allies think about the bonuses as they choose their civs and both teams could run mirror if they thought one set team was OP with bonuses And again if the 2nd one wasn't able to be unlocked until p2 or even p3 you would have to get there first to see if it really made ur team OP
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More heroes that have ally bonus or impact on the enemy?
Emacz replied to Emacz's topic in Gameplay Discussion
I always thought Rome had 3 decent heroes looks cool! agreed! Id be all for that! -
Nice Stan, hopefully it wont be able to attack in cloaked mode
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Camouflage was important in ancient times no? Trying to blend in with your surroundings, or at least for certian civs. Maybe a unit that can't attack, but can get really good scouting info without being seen, unless u had a unit within X distance.... (very small)
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More heroes that have ally bonus or impact on the enemy?
Emacz posted a topic in Gameplay Discussion
If I'm correct, only one hero has it's bonuses applied to allies as well. Actaully 2, one of the Han heroes as well as Hannibal? What about a hero that "starves" enemies, like the opposite of ptlomies -1 one food per second or 2? Again might be fun/good idea to make some of the weaker civs have OP heroes for TGs