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Classical Warfare AEA


ClassicalWarFareAEA
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Welcome to the official topic for Classical Warfare AEA -

A more in-depth version of 0 A.D., with an emphasis on historical accuracy. New units and technologies, but a similar approach to the game. (In simple words, we think it makes the game better.)

Our original post was deleted when the account was accidently flagged for spamming :)

Anyway, welcome and we hope you enjoy the mod.  IF you have any suggestions or are fascinated with this part of history and want to contribute don't be shy!  We are hoping to keep it going as long as there is interest from the community, after all it's the community that makes this game and this project so much fun!

Big thanks for all the people along the way that have helped keep this project going. Starting with of course the one and only @TheCJ but also @Genava55 @Atrik (but he seems to mostly be retired now) @Tyrannosaurus @Thalatta @Seleucids (another retired OP soul) @Outis @Stan` and I'm sure many more that I am forgetting.

 

Emacz2/classical-warefare-aea our git hub incase you want to download or check out some of the differences!

you can visit our webiste here! Thanks @Asher for setting it up

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I played Macedonian, and the cs pikeman costs metal. It is hard having a non-ranged cs unit that costs metal, when there is no alternative, and it was hard for me to protect with only archers. Even if it is historically accurate, it seems like it is too hard, and gives them a disadvantage

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What is different about this mod is a question often asked.  I am going to try and answer that question and give a more in dept description of the mod.

For starters, we collected as much historical data as we could (and still continue to collect and tweak) and redid the ranges, rate of fire and spreads for all land units. (We have yet to really touch naval units.) We used a complex formula thanks to @Thalatta to come up with "game" friendly numbers.  For example, in real life the avg effective range for a javelin was 20-40m (we settled on 30, same as base game) However, Longbow archers (Maury and kush a little less) had an effective range of 110-160m! and some lead bullet slingers had an effective range of 120-220m! And of course, there is siege... well if we just used the avg effective ranges some units would hit targets on the other side of the map which yeah, that wouldn't be great or realistic!  So the formula helped us curve those numbers a little but keep them within a range we felt was game friendly.  We then tried to find as much information on repeat time, or rate of fire.  Unfortunately for some weapons in particular like javelins there isn't really sources that document how often they could be thrown, so some of this is speculation based of sources that tried to recreate the mechanics and designs of the weapons being used.  Once we had our ranges and rate of fire we were able to settle on some "dmg" ranges well as "spreads" we felt were reasonable. So the whole "attack" system has been redone.

here is our thinking process charted out.

here is a chart of base "cs" units

I'll leave it at that for now.  If you found this helpful, please let me know and I can work on it for other aspects of the changes we made.  And again if you are interested in this time period and want to contribute in any form, we would be glad to have you join us!

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