mod_3d Posted yesterday at 15:18 Report Share Posted yesterday at 15:18 Must be compatible with A27 and R28. The mod changes the gameplay from(1 CivCenter without walls and towers at all stages) to active: The maximum population at the start is limited from 20 to 100 units (configurable before the start of the game). To increase the limit, players build additional CivCenters. Each center increases the limit by +40 units. The upper population limit is only limited by the number of CivCenters that a player can build on the map. Changes for buildings: For all non-military buildings, the number of capture points is reduced to 5-20 (instead of 250 and above). CivCenter: Arrows are disabled! The number of capture points is reduced from 2500 to 50. Arsenal: Built in phase 2. Capture option added for siege units (rams, etc. can be captured by another player in a couple of seconds). Mod support: Spoiler You can support the mod via the Steam platform. Gift certificate or Steam wallet top-up code. More details: https://help.steampowered.com/en/faqs/view/2C02-3563-B72F-F117 For user (ko3dzi): https://steamcommunity.com/profiles/76561199257648735 legacy-of-antiquity.zip Quote Link to comment Share on other sites More sharing options...
Thalatta Posted 20 hours ago Report Share Posted 20 hours ago I think capture for siege units is a great idea and should be part of the main game (now that capturing ships has been also proposed). It would be a way to force a realistic use of them. Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted 20 hours ago Report Share Posted 20 hours ago Siege units were capturable in A23 and maybe even more recently, why were was that removed, @Stan`? Quote Link to comment Share on other sites More sharing options...
Genava55 Posted 4 hours ago Report Share Posted 4 hours ago 15 hours ago, Perzival12 said: Siege units were capturable in A23 and maybe even more recently, why were was that removed, @Stan`? I think it is because @Nesciowanted to remove the feature, arguing that siege equipments cannot be used without the engineers/experts necessary. Quote Link to comment Share on other sites More sharing options...
Thalatta Posted 2 hours ago Report Share Posted 2 hours ago 1 hour ago, Genava55 said: I think it is because @Nesciowanted to remove the feature, arguing that siege equipments cannot be used without the engineers/experts necessary. If one's civilisation has the arsenal, then it should be assumed that there would be engineers in the army that know how to handle equipment, it makes no sense to remove something that happened in reality because there’s not a differentiated engineer unit in the game. I’d even argue that even some things like rams could have been used by anyone. Without the arsenal maybe one could capture and move, but not use (the Rhodians captured very complex siege equipment from the Macedonians, which they sold to finance the Colossus). In reality equipment was even reverse engineered (the Romans used Carthaginian techniques after capturing one of their ships), but this would be too much, so what I mentioned before (having the arsenal) should be a reasonable minimum requirement for using captured equipment, without altering what one’s civilisation can build (which is harder than just using), to make things simple. 1 Quote Link to comment Share on other sites More sharing options...
Genava55 Posted 1 hour ago Report Share Posted 1 hour ago 1 hour ago, Thalatta said: If one's civilisation has the arsenal, then it should be assumed that there would be engineers in the army that know how to handle equipment, it makes no sense to remove something that happened in reality because there’s not a differentiated engineer unit in the game. I’d even argue that even some things like rams could have been used by anyone. Without the arsenal maybe one could capture and move, but not use (the Rhodians captured very complex siege equipment from the Macedonians, which they sold to finance the Colossus). In reality equipment was even reverse engineered (the Romans used Carthaginian techniques after capturing one of their ships), but this would be too much, so what I mentioned before (having the arsenal) should be a reasonable minimum requirement for using captured equipment, without altering what one’s civilisation can build (which is harder than just using), to make things simple. Here the opinion of Nescio: On 06/12/2019 at 11:14 PM, Nescio said: True, but there was quite some time between the wars in which those engines were obtained and the wars in which they were used. It's similar to the example of Scipio (a few posts above), who seized a large number of artillery when capturing Carthago Nova and used those a few years later when about to besiege Carthago itself. However, artillery being captured, turned around in the heat of battle, and starting firing on the troops of its previous owners? Unlikely. In some earlier alpha, rams were capturable, but that was later reverted. I think it makes sense to have capturable structures but uncapturable units. Gameplay changes should probably be discussed somewhere else, though. Quote Link to comment Share on other sites More sharing options...
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