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Working on a slightly more historically accurate mod. ISO ideas!


Emacz
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I am in the process of retweaking things that I think will make the game a little more historically accurate and help each civ be a little more unique.  Ive worked on Sparta, Hans, Kush and Maury.  I've also retweaked all units: I'm attaching two pdfs for people to look at.  For exmaple the game has bow projectile speed faster than xbow.  My understanding was xbows shoot a lot faster (and thus are more accurate.)  So i changed the projectile speed and spread to hopefully match that.  Some other examples.
I read that kush archers often dipped their arrows in poison, so i added poison dmg (but decreased pierce dmg.)  Mauryas used fire (their champs shoot fire arrows) they also used 6 foot bows, so i gave them more range but slowed down their attack speed a little.  Mauray infantry were more of the light variety, so i gave 5% faster run/walk but 1 less of each res.   Spartans have four classes:

Helots - lowest class, slow health drain, excellent resource gathers, WEAK fighters
Perioikoi - strong resource gathers! weak fighters, non citizen, infantry, soldiers (dont get blacksmith techs OR p2/p3 health bonus)  Hoplite Perioikoi still get any "spearman" bonus.
25% slower attack rate 50% less armor.  Train from camps on outskirts of territory.
Neodamodes - strong fighters, and fast builders.  Non citizens (they do not get the p2/p3 health bonus) however they do get all forge techs.
Citizens - Women and Champion Spartiates Hoplites and Skirmishers.  Hardest women in game to kill, Champions best fighters for Sparta

I know this may not be as fun for some people.  It adds alot of complexity.  You will need to understand each civ and realize not all archers are the same.  Things like that, but I think it could also add a more diverse game play style.  Infantry rushes are a little more viable, especially with Sparta.

I also brought back some ideas from older alphas of the game.  Like there used to be a health increase in units when you went to p2, and again p3.  That is in my patch.

Im hoping to get more help from the community, especially active players and those fascinated by history.  I'm willing to make changes and add new things if you can back it up with some data (I just use wiki to get my info!) 
Feel free to respond to this post, send me private messages or whatever works best for you!  

Thanks

0AD units - Melee.pdf 0AD units - Ranged.pdf

Edited by Emacz
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If anyone knows about added "fire resistance" to buildings let me know. It would make sense to me that some buildings burn easier than others!

Also I should point out I dont know much about programming or coding.  I just edit text fiiles to make my changes.  So if you want to see something completely new, I'm not the guy for that.

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1 hour ago, Emacz said:

If anyone knows about added "fire resistance" to buildings let me know. It would make sense to me that some buildings burn easier than others!

Also I should point out I dont know much about programming or coding.  I just edit text fiiles to make my changes.  So if you want to see something completely new, I'm not the guy for that.

I had already proposed that.

It is not implemented yet.

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10 hours ago, Emacz said:

If anyone knows about added "fire resistance" to buildings let me know. It would make sense to me that some buildings burn easier than others!

Try to add this within  
<Resistance><Entity>

      <ApplyStatus>
        <Burning>
          <Duration>0.0</Duration>
          <BlockChance>1</BlockChance>
        </Burning>
      </ApplyStatus>

 

Edited by Atrik
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2 hours ago, Stan&#x60; said:

That includes poison and fire (You could test with the iberian champion cavalry in atlas)

No it's only poison, fire cavalry are decent units to take down buildings thanks to fire damage.

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21 minutes ago, Atrik said:

No it's only poison, fire cavalry are decent units to take down buildings thanks to fire damage.

Thanks, think I got it to work!  So assuming its the same for poison?  for example if i want elephant to have less of a chance of being poisoned due to thicker skin, I could maybe put 0.5 BlockChance?

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37 minutes ago, Emacz said:

Thanks, think I got it to work!  So assuming its the same for poison?  for example if i want elephant to have less of a chance of being poisoned due to thicker skin, I could maybe put 0.5 BlockChance?

Yes! For poison just replace by "Poisoned".

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