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Tyrannosaurus

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Posts posted by Tyrannosaurus

  1. 12 hours ago, DIYARAKUZA said:

    Just played a match where Athenians were obliterated by the Noba! Great mod :) I also love the resource system of Delenda Est. Much more realistic.

    Thanks for your feedback. I think the Noba are just about done now. Version 1 is now attached to the OP (replacing version 0.5).

    • Like 2
    • Thanks 1
  2. TheNoba.thumb.png.14e7ab648526f0e9b67f6835d575454b.png

    Quote

     

    The Noba, or alternatively the Nuba, are a linguistically and ethnically diverse assortment of peoples who call the Nuba Hills of western Sudan home. They subsist off agriculture and animal husbandy, and are famous for their martial arts (especially wrestling) and body-painting traditions. In this mod, Noba Civic Centers also function as barracks and marketplaces, and you can construct additional ones starting in the Town phase.

     

    Version 1 of the mod is attached to this OP below:

     

    playable_noba.zip

    • Like 2
  3. The Noba now have a fortress! I've decided that this will be where they train the warrior queen hero and the tame lions instead of the temple.

    screenshot0064.thumb.png.dc3de8983fb4a813bfb5218a8b2d8a1b.png

    Also, the Noba warrior queen has an upgraded form with her riding an elephant (its war paint patterns are different from the others).

    207034475_Screenshot2024-02-22005240.png.b3f857e5c06fbaeb95dbe07f1544e1b6.png

    • Like 2
  4. I've implemented a promotion system for all Noba infantry units. Basic infantry will have simpler shield designs and no body paint, advanced infantry will put on body paint, and elite infantry will have feathers in their hair as well as more elaborate shield designs. I also changed the javelineers' shields to a rounded animal-hide design to make them stand out from the other infantry units.screenshot0055.thumb.png.367f4992f9664b23a4e662062d95b4ae.png

    • Like 2
  5. 17 hours ago, DIYARAKUZA said:

    Great! Thank you ;) Anything I could improve? I tested it myself but have some doubts about whether the stone and metal distribution is enough or not, given that the map size is giant.

    I think there could be more large stone deposits. Stone can be hard to locate after I've exhausted the initial supply close to my starting base.

    • Like 1
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  6. 34 minutes ago, Stan` said:

    You can change the stats for all african elephants in that file binaries/data/mods/public/simulation/templates/mixins/elephant_african.xml

    I don't see it in the folder for some reason.

    1111467666_Screenshot2024-02-17163324.thumb.png.1a8496c33ce942dec9c2e4536bfbd12e.png

  7. OK, I figured out a way to change the African war elephants' stats. It involved creating new templates in the simulation/templates folder that the African elephant units' templates would all refer to. However, I would still like to be able to edit the "AfricanElephant" class mentioned in their template files:

     

    <?xml version="1.0" encoding="utf-8"?>
    <Entity parent="template_unit_champion_elephant_melee">
      <Identity>
        <Civ>cart</Civ>
        <GenericName>North African War Elephant</GenericName>
        <SpecificName>Pil Malḥamit</SpecificName>
        <Classes datatype="tokens">AfricanElephant</Classes>
        <Icon>units/cart_champion_elephant.png</Icon>
      </Identity>
      <VisualActor>
        <Actor>units/carthaginians/elephantry_c_m.xml</Actor>
      </VisualActor>
    </Entity>

     

  8. This mod I'm working on changes all African war elephant units to bush elephants instead of the default forest elephants. Carthaginian, Kushite, and Ptolemaic elephant stables will also hold bush elephants. I also wanted to change the elephant units' stats so that the African war elephants would have a stronger attack but also a higher cost than the Asian ones, but I have not figured out how to do that yet.

    The reason I made this mod is, honestly, because I feel the whole notion of Carthaginians and other ancient North Africans riding forest elephants (or some extinct species of diminutive North African elephant) is an inaccurate "brain bug". It seems to be based on Polybius describing Ptolemaic elephants at the Battle of Raphia as being smaller than the Seleucids' Indian elephants, but when you look at the elephant population living where the Ptolemies (and presumably the Kushites too) obtained their elephants, they appear to have been the larger bush elephants. It's possible that Polybius had simply fallen for a stereotype that everything grew bigger in India due to the humid climate and therefore assumed that Indian elephants would be larger than African ones.

    Besides, forest elephants are adapted to the humid rainforests of Central Africa, not the North African deserts or scrubland. Bush elephants are better suited to drier conditions, and some do in fact inhabit deserts in Mali and Namibia.

    Article of interest:

    Proving Polybius wrong about elephants

    The screenshot below compares the modded African war elephants to one of the wild forest elephants.

    screenshot0027.pngbigger_african_war_elephants.zip

    • Like 1
  9. The "Advanced Citizen Archer Infantry" tech remains grayed out for the Kushites even after I have enough resources and advance to the City stage. I think there might be a bug there.

    screenshot0026_copy.png.6dbd5014fdcbb80eace2ec4194a98df6.png

    • Thanks 1
  10. 13 hours ago, wowgetoffyourcellphone said:

    Probably! What exactly are you thinking of using? :)

    Some of the units in Delenda Est (e.g. male citizens) that aren't in the base game. I want them to have the same "reskinned" look as the other units in the affected civs (for personal reasons, I won't get into detail as to how I've reskinned them here).

    • Like 2
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