Jump to content

Naval Overhaul (Alpha 27)


Recommended Posts

The latest patch for this overhaul:

 

https://code.wildfiregames.com/D5213

 

I'm asking for testers to try this patch with the development (A27-SVN) version of the game. 

 

The patch includes:

 

  • All-new ship classes replacing the old "light/medium/heavy" classes. These new classes have specific strengths and weaknesses that contribute to a simple and effective counter system:
    • Scout Ships: Super weak, but good speed and vision range. Available as soon as you build a Dock in village phase.
    • Arrow Ships: Good vs. melee ships; Countered by Siege Ships (and other Arrow Ships)
    • Melee Ships: Each civ usually has one of these.
      • Ramming Ships: Good vs. Siege Ships; Countered by Arrow Ships; their fast speed and 30 garrison also make them good transport ships.
      • Fire Ships: Good vs. Siege Ships and Buildings (Docks); Countered by Arrow Ships; cannot garrison; 'Upgrade' to ignite with fire and damage nearby enemy ships.
    • Siege Ships: Long range and strong crush attack damage; Good vs. Arrow Ships and Buildings; Countered by melee Ships such as Ramming Ships and Fire Ships. 
  • All ships can now transport Relics/Catafalques. This was a previous oversight.
  • An all-new Tech Tree for the Dock based on the kinds of ships each civ has available. For example, "ramming" techs are only available to civs with Ramming Ships.
    • Village Phase
      • Fishing Boat unlocked for all civs
      • Merchant Ship unlocked for Cart
      • Scout Ship unlocked for all civs
      • Fishing Nets
        • Fishing Boats +30% fish gather rate. Unlocks “Salt Curing.”
      • Salt Curing
        • Fishing Boats +20 food capacity. Unlocks “Clay Amphorae.”
      • Lookouts
        • Ships and Boats +10% vision range; Scout Ships an additional +25% vision range. Unlocks “Exploration” for the Carthaginians and Han Chinese.
      • Exploration
        • Requires “Lookouts.”
        • Civs; Cart, Han
        • Traders and Ships +20% vision range.
    • Town Phase
      • Merchant Ship unlocked for all civs, except Cart
      • Arrow Ship unlocked for all civs
      • Ramming Ship unlocked for: Athen, Cart, Mace, Pers, Ptol, Rome, Sele, Spart
      • Fire Ship unlocked for: Brit, Gaul, Iber. "Upgrade" to set on fire.
      • Clay Amphorae
        • Merchant Ships +25% trade profit per trip.
      • Shipwrights
        • Docks work 20% faster (Ships −20% build time; Technologies −20% research time) and are built 20% faster.
      • Reinforced Hull
        • Requires “Shipwrights.”
        • Civs: Brit, Gaul, Iber
        • Ships +25% health, but −10% speed.
      • Naval Oxybeles
        • Arrow Ships +10 crush damage and +10% attack range. Unlocks “Naval Ballistae” for civilizations with Siege Ships.
      • Flanking Maneuvers
        • Ramming Ships +25% speed and acceleration. Unlocks “Bronze Rams.”
      • Ship Cladding
        • Warships +1 pierce and crush armor. Unlocks “Undergirding Cables” for some civilizations.
    • City Phase
      • Siege Ship unlocked for: Cart, Han, Ptol, Rome, Sele
      • Naval Ballistae
        • Requires “Naval Oxybeles.”
        • Siege Ships +20% attack range.
      • Bronze Ram
        • Requires “Flanking Maneuvers.”
        • Ramming Ships +50% attack damage.
      • Undergirding Cables
        • Requires “Ship Cladding.”
        • Civs: Athen, Mace, Pers, Spart
        • Arrow Ships and Ramming Ships +25% health.
      • Burning Pitch
        • Civs: Brit, Gaul, Iber
        • Fire Ships +25% health and +25% attack damage.
      • Flaming Projectiles
        • Ranged Warships +10% attack damage.
        • This is for those civs who only have Scout Ships and Arrow Ships enabled, but no Melee or Siege ships: Currently just Kush, but may be applied to upcoming Germanic or Nomadic civs as well.
      • Arsenal of Philon
        • Requires “Shipwrights.”
        • Civs: Athen
        • Warships +1 health/second self-repair rate.
      • Not implemented, but may in future patch:
        • Marines
          • All Warships +40% capture resistance.
          • This is for all non-Roman civs if we implement Corvus Ships that capture. Currently removed from the list.
        • Juggernauts (“Tessarakonterēs”)
          • Requires “Shipwrights.”
          • Civs: Ptol
          • Siege Ship +50% health, +25% more projectiles, but −25% speed.
          • May get rid of the "Juggernaut" ship template and replace it with this tech. 

 

 

 

  • Like 5
  • Confused 1
Link to comment
Share on other sites

54 minutes ago, nifa said:

sorry for the stupid question, but how do I install a Diff in my SVN that has not been committed yet?

Right-click "Download Raw Diff" and Save As... to your computer.

Double-click the saved file (should be D5213.diff) and a dialogue will open (if you have SVN installed).

From that dialogue, choose File -> Apply Patch...

Choose the folder that the "binaries" folder is in. 

Another little dialogue will open. Select "Patch all items."

  • Like 1
  • Thanks 1
Link to comment
Share on other sites

A few problems I have with transport ships are:

We already have a lot of ship classes.

The other ships can already garrison and transport units. Do you want to take that away?

Transport Ships have a very limited utility. You transport the army across and then you'll probably delete them because that's all they do. Or you'll station them near your shoreline in case you want to ferry more, but that's just a bunch of idle time for a supposedly crucial unit. 

I'm 20/80 against lol

  • Like 3
Link to comment
Share on other sites

On 17/12/2023 at 1:52 PM, wowgetoffyourcellphone said:

A few problems I have with transport ships are:

We already have a lot of ship classes.

The other ships can already garrison and transport units. Do you want to take that away?

Transport Ships have a very limited utility. You transport the army across and then you'll probably delete them because that's all they do. Or you'll station them near your shoreline in case you want to ferry more, but that's just a bunch of idle time for a supposedly crucial unit. 

I'm 20/80 against lol

Agree. Like what’s the point? They do the same as the other ships (can garrison and move units) but less (no fighting). 

  • Thanks 1
Link to comment
Share on other sites

https://code.wildfiregames.com/D5213

 

Latest diff takes into account many of @real_tabasco_sauce's suggested changes.

Please check out the techs and see if they make sense, are interesting, and are balanced.

On 16/12/2023 at 3:14 PM, wowgetoffyourcellphone said:

Juggernauts (“Tessarakonterēs”)

  • Requires “Shipwrights.”
  • Civs: Ptol
  • Siege Ship +50% health, +25% more projectiles, but −25% speed.
  • May get rid of the "Juggernaut" ship template and replace it with this tech. 

Implemented this for the Ptolemies.

  • Like 1
Link to comment
Share on other sites

3 hours ago, Vantha said:

I would prefer the Tesseraconteres being a ship rather than a tech. But of course, there isn't even a unique 3d model for it. (A big new Tesseraconteres model, maybe as a catamaran, would be so cool, though)

The problem as you stated us that there is no model. There won't be one unless someone randomly shows up to make one. And 2, pathfinding would make it unusable. It would just be a piece of eye candy.

Link to comment
Share on other sites

On 17/12/2023 at 6:52 PM, wowgetoffyourcellphone said:

A few problems I have with transport ships are:

We already have a lot of ship classes.

The other ships can already garrison and transport units. Do you want to take that away?

Transport Ships have a very limited utility. You transport the army across and then you'll probably delete them because that's all they do. Or you'll station them near your shoreline in case you want to ferry more, but that's just a bunch of idle time for a supposedly crucial unit. 

I'm 20/80 against lol

Transport ships could also be used as dropsites then. Also, if they have a high capacity like 70 units or so, they can indeed provide utility, depending on the map.

Maybe also a speed buff for more garrisoned units?

I am neither pro, nor against it (yet) tbh

Link to comment
Share on other sites

14 hours ago, wowgetoffyourcellphone said:

It would just be a piece of eye candy.

Then it would at least accurately resemble the original. :D

Edit: (Because the real Tesserakonteres was so big that maneuverung was almost impossible and it therefore was completely useless in battle)

Edited by Vantha
Link to comment
Share on other sites

  • 2 weeks later...

@wowgetoffyourcellphone

NFO - Checking public's integrity.

INFO - The following mods will be loaded: public|mod.

INFO - Loading maps XML...

INFO - Loading maps PMP...

INFO - Loading entities...

INFO - Loading actors...

INFO - Loading variants...

INFO - Loading art files...

INFO - Loading materials...

INFO - Loading particles...

INFO - Loading sound groups...

INFO - Loading audio files...

INFO - Loading GUI XML...

INFO - Loading GUI data...

INFO - Loading civs...

INFO - Loading random maps...

INFO - Loading techs...

INFO - Loading terrains...

INFO - Loading auras...

INFO - Loading tips...

INFO - Looking for missing files...

WARNING - Missing file 'art/textures/ui/session/portraits/units/maur/ship_bireme.png' referenced by: public/simulation/templates/units/maur/ship_scout.xml

WARNING - Missing file 'art/textures/ui/session/portraits/units/maur/ship_trireme.png' referenced by: public/simulation/templates/units/maur/ship_arrow.xml

WARNING - Missing file 'art/textures/ui/session/portraits/units/rome/ship_quinquereme.png' referenced by: public/simulation/templates/units/ptol/champion_juggernaut.xml

WARNING - Missing file 'simulation/templates/units/noldor_ship_scout.xml' referenced by: public/maps/scenarios/shipattacks.xml

INFO - Validating actors...

INFO - Validating variants...

INFO - Validating gui files...

INFO - Validating maps...

INFO - Validating materials...

INFO - Validating particles...

ERROR - /zpool0/trunk/binaries/data/mods/public/art/particles/light_ray.xml: Invalid sequence in interleave, line 10

ERROR - 1 particle validation errors

INFO - Validating simulation...

INFO - Validating soundgroups...

INFO - Validating terrains...

INFO - Validating textures...

INFO - Collecting materials...

INFO - Collecting actors...

  • Like 1
Link to comment
Share on other sites

On 10/12/2023 at 9:11 AM, Grautvornix said:
  • military harbours ("sea forts") that fire back on ships (like the Britons have?). These could either
    • be more resistant to ship artillery fire (most likely difficult to distinguish from land artillery fire), or
    • create a higher damage to ships when firing back, or 
    • have a longer attack range, or
    • provide an enforcement/protection aura for own (smaller melee ships)

 

Yes, I'd love to differentiate between the Commercial Dock (Fishing and Trading and their techs) and the Military Shipyard (all Warships and their tech tree). I do this in DE. It makes it a little more interesting, and you'd have to choose between which one you'd want to build first (at least initially). 

Link to comment
Share on other sites

  • 3 weeks later...
On 17/12/2023 at 6:12 AM, Thorfinn the Shallow Minded said:

I think it would be vital to have dedicated transports; that was the case for many important campaigns like Hannibal's.

This is good one.

It is basic in an rts, there must be this type of vehicles that are troop transport vehicles.

 

Even SC has flying transport ships.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...