mod_3d Posted February 6 Report Share Posted February 6 (edited) 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). Phase Bonuses: Spoiler **Phase 2 Bonuses** - All military units: +10% damage, +10% health, +1 armor - Ranged units: +5 range, -10% accuracy - Support units: +7% base gather speed, +2 resource capacity - Arsenal: build time -25% - Ram: build time -25%, +50% crush damage **Phase 3 Bonuses** - All military units: +20% damage, +15% health, +2 armor - Ranged units: +10 range, -20% accuracy - Support units: +15% base gather speed, +5 resource capacity - Arsenal: build time -50% - Ram: build time -30%, +100% crush damage CivCenter: Arrows are disabled! The number of capture points is reduced from 2500 to 50. Minimum distance between CivCenters reduced from 200 to 120 Arsenal: now available from Phase 1 with increased building time Build time decreases with each phase advancement Ram: now available from Phase 1 with increased training time and 3x reduced crush damage Training time decreases and crush damage increases with each phase advancement - Other siege weapons (catapults, etc.) remain Phase 3 - Capture mechanics restricted to Rams only - other siege units cannot be captured rams 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 Edited 1 hour ago by mod_3d Quote Link to comment Share on other sites More sharing options...
Thalatta Posted February 6 Report Share Posted February 6 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 February 6 Report Share Posted February 6 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 Saturday at 10:37 Report Share Posted Saturday at 10:37 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 Saturday at 12:34 Report Share Posted Saturday at 12:34 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. 2 Quote Link to comment Share on other sites More sharing options...
Genava55 Posted Saturday at 13:52 Report Share Posted Saturday at 13:52 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...
Thalatta Posted Saturday at 17:29 Report Share Posted Saturday at 17:29 (edited) "However, artillery being captured, turned around in the heat of battle, and starting firing on the troops of its previous owners? Unlikely." That's probably right (can't remember any counterexample), but the same argument could be applied to ships, and that's going to be in the game now. It’s like proposing removing the building of towers because that didn’t happen while a battle was taking place meters away. It's all a representation of things, numbers and time are shrunk with respect to what in reality would have been, it seems to me that completely removing something that happened just because it didn’t happen in the same battle is the wrong call. Capture times would have kind of prevented turning things around in the heat of battle, and if not, a “use cooldown” could be implemented, one being able just to move the piece in the meantime. Edit: I think something like that was proposed for towers and fortresses, to avoid turning them around fast, although more from a gameplay perspective than a realistic one. For ships it would also make sense to have a use cooldown. Edited Saturday at 17:33 by Thalatta 3 Quote Link to comment Share on other sites More sharing options...
mod_3d Posted 1 hour ago Author Report Share Posted 1 hour ago Mod update: Added detailed description in the first post. Technologies for researching Phase 2 and 3 gradually increase the characteristics of units(resource gathering speed, attack, defense, etc.). CivCenters can be build closer together. The minimum distance has been reduced from 200 to 120. Rebalancing of siege units. The Arsenal is available from phase 1, but it takes much longer to build. Rams are available from phase 1, but they take longer to recruit and have lower stats. When moving to the next phase, the construction time for the Arsenal is reduced, and the stats of the Rams are increased. Capture is only possible for Rams, as these units are available to all factions. Other siege units on phase 3. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted 1 hour ago Report Share Posted 1 hour ago 3 minutes ago, mod_3d said: Capture is only possible for Rams, as these units are available to all factions. On the contrary, I'd make the rarer siege units (catapults, bolt shooters) capturable so those civs lacking them can use them. Quote Link to comment Share on other sites More sharing options...
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