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PyrrhicVictoryGuy

Balancing Advisors
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Everything posted by PyrrhicVictoryGuy

  1. That plummed boeotian looks like its galatian.
  2. Yes the normal formula is 4/4/1 but I'm proposing a 3/3/2 start , maybe it will work out. I think the 30% food discount should be enough for initial tests.
  3. Introduction My aim is to create and further expand upon the two Hellenic states bordering India, namely the greco-bactrian and indo-greek kingdoms. I decided to make one faction isntead of two for two simple reasons, the first is that that they share the Euthydemid dynasty and I think in my humble opinion that differentiating one from the other, in terms of gameplay is a challenge that I am not willing to take on right now. It is also safe to say that this is not the final version of this civ. Special thanks go to @Sundiata, @Genava55, @Lion.Kanzen and lastly to @Ultimate Aurelian for posting and elaborating on these two civs and regions in the following topic: This mod will give more emphasis to the first two dynasties, the Diotodid and the previously mentioned Euthydemid lines. In regards to their structures, a mix of persian and hellenic styles would be ideal but without unique models and textures the illusion is broken so this first draft will instead look at everything else regarding this civ. Almost immediately two questions rose up, how to make the roster work?How to make it both fun and unique at the same time. Of course my biggest fear was to make a "bootleg" version of the Persians. In summary : strong cavalry and ranged infantry but mediocre melee infantry and siege and a truly awful navy. Civilization Emblem Civilization Bonuses Hellenic Architecture Already in game and common to most greek civs . Equine Husbandry Cavalry -30% food and -20% metal cost. Team Bonus Bactrian Wealth Allies gain a 0.5 metal/second trickle for the duration of the game. Unique technologies Archery tradition Already in game, given to eastern civs. Buddhist Evangelism Phase III Research at temples + 10% healing rate for temples and healers +1 crush, hack and pierce armor for all citizen soldiers Cost: 400 metal, 500 wood, 300 food Bactrian Camels Phase III Researched at markets Traders +20% movement speed and +20% health. Cost: 200 food, 200 metal. Cavalry Tradition Phase III Researched at the Royal Stables unique building Basically the inverse of the "nisean horses" tech Cavalry +10% movement speed Champion Cavalry +2 hack, pierce damage All Cavalry +20% train time Cost: 500 food, 200 metal Unique buildings Muster Field Replaces the normal barracks and stables, combining both into one building. Trains citizen infantry and citizen cavalry Cost:200 wood 150 stone Royal Stable Trains heroes, champions and elephants. Cost: 200 wood 300 stone Military Colony Identical to their seleucid ant ptolemaic counterpart. Trains women and mercenaries Wonder No idea what it would be. Structure Roster -Phase I House Storehouse Muster Field Farm Farmstead Sentry Tower Scout Tower Corral Palisade Walls -Phase II Military Colony Defense Tower Royal Stable Temple Armory Market Stone Walls -Phase III Wonder Fortress Theater Arsenal Unit Roster: Very limited choices of infantry, starting with hillmen and levies and ending with thurophoroi and phalangites. Credit goes to @Ultimate Aurelian for coming up with the initial roster ideas . Citizen soldier roster Phase I / II Generic Name:Baktrian Hillman Specific Name: ? Class: Axeman/swordsman Hacker Armament:Axe, kopis , spear Appearance: Basic: Robes, barefoot, wicker shield Advanced: Cap, robes with boots, pants and a wooden shield (Round or Oval) Elite: Bronze helmet in eastern style, more colorful tunic, shield has boss Function: Basic "all rounder", no doubt weaker than most units but it is necessary for a faction like this.These are untrained levies so the following stats make sense and I wanted to give a sense of exponential growth with this civ. Special: Only 1.5 x cavalry, 90 health, 4 pierce armor and 5 hack armor, 0.9 repeat time. Generic Name:Baktrian Light Lancer Specific Name:? Class: Cavalry spearman. Hacker Armament:Xyston . Appearance: Basic: Cap, persian robes, small round shield. Advanced: Boeotian helmet, persian robes/ padded linothorax. Elite: Thracian or Boeotian helmet, scaled linothorax/musculata cuirass. Function: Replaces the spearman as the basic cavalry counter. Special: x2 vs calvary, 3 pierce armor. Generic Name:Dahae Horse Archer. Specific Name: Daha Ashanabara Class: Cavalry archer. Hacker Armament:Bow and arrow . Appearance: Basic: Cap, persian robes Advanced: Eastern helmet, persian robes Elite: Eastern helmet, minimal armor, horse may have front scale hauberk. Special: -10% health but +10% movement speed. Phase III Generic Name:Settler Pikeman. Specific Name:Katoikos Phalangites Class: Pikeman. Hacker Armament:Sarissa . Appearance: Basic: Cap, tunic and sandals, small round shield. Advanced: Pilos helmet, tunic and sandals, small round shield Elite: Thracian or Phrygian helmet, composite/scaled linothorax, pants, bronze or iron greaves. Function: Basically an upgrade to the levy spearman for the meatshield role. Special: -. Generic Name:Armored Horse Archer. Specific Name: Hippotoxotes Phraktos Class: Cavalry archer. Hacker Armament:Bow and arrow . Appearance: Basic: Cap, persian robes Advanced: cap, padded linothorax, small round shield(pelte) Elite: Eastern helmet, scaled linothorax, pants, horse may have front scale hauberk, small round shield(pelte). Special: 3 hack armor , 2 pierce armor and + 10%(110) health. Generic Name: Indo-Greek Thureos Skirmishers. Specific Name:Hippakonkistai Thureophoros Indohellenikos Class: Cavalry javelinist Hacker Armament:Javelins . Appearance: Basic: Cap, tunic and sandals, thureos shield. Advanced: Pilos helmet, tunic and sandals, thureos shield. Elite: Thracian or Phrygian helmet, light composite linothorax, elaborate thureos shield, unprotected horse. Function: Special: 3 pierce armor and 3 hack armor. Mercenaries Phase II Generic Name:Parni Raider. Specific Name: ? Class: Cavalry axeman. Hacker Armament: Axe. Appearance: Basic: Cap, persian robes Advanced: cap, persian robes, wicker pelta shield Elite: Eastern helmet, scaled linothorax, horse may have front scale hauberk, small round shield(pelte). Function: Good for capturing or destroying unprotected buildings. Special: 8 capture attack, -10% health and 25 crush damage. Generic Name:Sogdian Archer. Specific Name: ? Class: Infantry archer. Hacker Armament:Bow and arrow . Appearance: Basic: Cap, persian robes Advanced: cap, persian robes. Elite: Eastern/calchidian helmet, scaled linothorax. Special: +15% attack speed. Phase III Generic Name: Indo-Greek swordsman Specific Name: Xiphophoros Indohellenikos Class: Infantry swordsman. Hacker Armament:Xiphos . Appearance: Basic: Cap, indian cloth/tunic and sandals, indian shield Advanced: chalcidian helmet , padded linothorax Elite: Phrygian/calchidian helmet, scaled/composite linothorax. Generic Name:Indian Elephant Specific Name:Elephantos Class: Elephantry. Hacker Armament:Tusks, sarissa . Appearance: Driver: Basic: simple elephant, no armour. Advanced: Some armor and a tower. Elite:Scaled armor and tower. Function: More of a siege killer than a battering ram. Special:40 crush damage only. Champions Generic Name:Baktrian Cataphact Specific Name: Xystophóros Kataphraktos Class: Cavalry spearman. Hacker Armament:Xyston and mace . Appearance: Crested/ plummed late hellenistic helmet, bronze scale linothorax / musculata cuirass, even the horse has a complete bronze scale panoply. Function: Very heavy lancer. Special: In addition to the normal 1.75x vs cavalry they also have a 1.20 vs infantry. Generic Name: Armored Noble Hoplites Specific Name:Hoplítēs Eugenēs Class: Infantry spearman. Hacker Armament:Dori . Appearance: Thracian/boeotian helmet, musculata cuirass/ mail shirt /iron scaled cuirass , aspis/ thureophoros/ boeotian shields. Function: Elite spears that are even more resistant to ranged damage, the most versatile meatshield money can buy. Special: In addition to the standard champ spearman stats these have + 1 pierce armor. Siege Units Ram Stone thrower Siege tower Ships Merchant ship Fishing ship Bireme Heroes Demetrius I Specific Name:Demetrius A' Aníkētos Class:Cavalry swordsman. Hacker Armament:Kopis. Appearance: Konos/boeotian helmet, iron musculata cuirass, aspis. Aura 1: Cavalry +25% health. Radius 60. Menander I Specific Name:Menándros A' Sōtḗr Class: Cavalry archer Hacker Armament:Bow and arrow . Appearance: Thracian/boeotian helmet, musculata cuirass/ mail shirt /iron scaled cuirass, pelta Aura 1: "Alkidemos" -> Human Units +1 hack,pierce,crush armor. Radius 80 Aura 2: "Convert" ->Global, temple -20% construction time, healers -20% resource cost. Eucratides I Specific Name: Eukratides A' ho Mégas Class: Cavalry maceman. Hacker Armament:Mace . Appearance: Lion pelt helmet, iron scaled cuirass , aspis/ thureophoros. Aura 1: Enemy units -2 hack,pierce,crush armor. Radius: 60 # Shame we don't have the following helmets helmets, guess I or any other willing to take the commission will have to make them. Starting conditions Civic center 3 women 1 horse archer 1 lancer 3 hillmen Roster Distribution Civic Center: - Hillman(p.I) - Woman - Bactrian Light Lancer(p.I) - Indo-Greek Thureos Skirmishers(p.III) Mess Hall: -Hillmen(p.I) -Bactrian Light Lancer(p.I) -Dahae Horse Archer(p.II) -Armored Horse Archer(p.III) -Settler Pikeman (p.III) -Armored Noble Hoplites (p.III) Military Colony(p.II): -Woman -Parni Raider(p.II) -Sogdian Archer(p.II) -Indo-Greek Swordsman(p.III) -Indian Elephant(p.III) Royal Stables -Armored Noble Hoplites(p.III) -Baktrian Cataphracts(p.III) -Indo-Greek Thureos Skirmishers(p.III)
  4. Just a pet peeve of mine, I mean, macedon and the successors are the "hammer and anvil civs", but one mostly uses infantry and elephants ( I know that the diadokhoi put more and more faith in their pikemen as opposed to combined arms).
  5. I agree with your fith point but your forth leaves much to be desired, if they give mac citizen jav cav then the mercs will be forever ignored,they could make cav easier to use but nah, that will just lead to endless balance tweaks and discussions.( and devs hate spear cav ehehe) ps: your sixth and seventh points are bonkers mate.
  6. This might do it. I agree for the spearman to have -2 but maybe the pikemen should only get -1.
  7. I don't to be a party pooper but this seems irrelevant.
  8. @wowgetoffyourcellphone, @Stan`, @Freagarach and @Trinketos thanks a bunch guys, with your helpful comments I was able to make, not only the auras and portraits for units and techs but also most of the unique techs of my modest Syracuse mod.
  9. Thanks @Freagarach, I just wanted to see if I got the badics down since I didn't find anything on the wiki about techs. About your last point about ther persian znd kart techs , these affect the civic center right? As they have the civic tag, but what if i wanted target buildins like houses and barracks but not towers , forts or Cc?
  10. I was vaccinated today and was forced to stay at home today so I started messing around with technologies part of the game. Eventually I tried my hand at making some new ones and of course I got some questions about it like what are the unit's classes/tags, ie: human,soldier....., ? And can I be more specific ? Like using cavalry, champions,.... I ask the same for structures. So here's what I've done till now Archimedes' Screw Phase II, farmstead +10% grain gather rate for all units. +10% faster metal collection for all units. Here's what I have: { "genericName": "Archimedes' Screw", "description": "An engineous contraption able to transfer water or any other liquid to higher elevations, facilitating the irregation of fields and the transport of mineral clumps.", "cost": { "wood": 300, "metal": 200 }, "supersedes": "gather_farming_plows", "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "farming_training.png", "researchTime": 50, "tooltip": "Workers +10% grain and metal gather rate.", "modifications": [ { "value": "ResourceGatherer/Rates/food.grain", "multiply": 1.2 }, { "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.2 } ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Ballistics Phase III, workshop Adds/Increases area damage on siege engines by (x) aumount and increases their projectile speed. 300 stone 300 metal #I have no idea how to do this. Secret Police Phase I, sentry tower +10 meters of LOS ( line of sight) to all structures and units. Have I missed something? { "genericName": "Secret Police", "description": " Infiltration of the lower classes by informants loyal to their ruler, effectively increased their hold on their territory and subjects. Increases the line of sight of all human troops.", "cost": { "food": 200, "metal": 100 }, "requirements": { "tech": "phase_village" }, "icon": "pigeon.png", "researchTime": 40, "tooltip": "+20% vision range for human units.", "affects": ["Human"], "modifications": [ { "value": "Vision/Range", "multiply": 1.2 } ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Archimedes Odometer Phase II, CC Structures are built 20% faster. # I've made this but I don't what to put in here, " "affects": ["****"], " { "genericName": "Archimedes's Odometer", "description": "This distance measuring machine made masonry not only faster but more precise as one could easily determine the distance covered by counting the droped pebbles.", "cost": { "stone": 400, "metal": 200 }, "requirements": { "all": [ { "tech": "phase_town" }, { "civ": "syrac" } ] }, "icon": "statue_face_stone.png", "researchTime": 60, "tooltip": "Structures −20% build time and resources cost", "affects": ["Builder"], "modifications": [ { "value": "Builder/Rate", "multiply": 1.25 } ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" }
  11. Perhaps but I'm very skeptical about "adding" cogs to a machine that isn't fine tuned yet.
  12. nah just tweak the javelineers a bit, make them specialized in bringing down units with smaller shield like pikemen by decreasing their dmg or fire rate and giving a positive multiplier towards small shield units like pikemen.
  13. oh you're a life saver , that was it as i was messing with the new options.
  14. I played a match vs AI and all prop greaves were gone so i rebuilt my svn version and its still the same.
  15. I checked and iI indeed put it in the art/actors/props/helmets. Could it be that the mesh recerence should be its own thing , outside of a variant? If only all helmets had the same prop points of the attic_a3 and the boeotian_g3 then making unique helmets would be so much easier.
  16. I think I need to generate additional files....
  17. <<?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant name="boeotian-gelon"> <mesh>props/helmet/props/hele_boeotian_gelon.dae</mesh> </variant> </group> <group> <variant frequency="1" name="Bronze"> <textures> <texture file="props/helmet/hele_boeotian_01_bronze.png" name="baseTex"/> <texture file="props/helmet/hele_boeotian_01_norm.png" name="normTex"/> <texture file="props/helmet/hele_boeotian_01_bronze_spec.png" name="specTex"/> </textures> </variant> </group> <material>basic_trans_parallax_spec.xml</material> </actor>
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