ClassicalWarFareAEA Posted May 20 Share Posted May 20 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 5 Link to comment Share on other sites More sharing options...
Emacz Posted May 20 Share Posted May 20 @wowgetoffyourcellphone has also been a big help and great source of expertise when it comes to modding! Link to comment Share on other sites More sharing options...
Emacz Posted May 20 Share Posted May 20 Should have been @Thorfinn the Shallow Minded not the dinosaur But they are welcome to help too! Link to comment Share on other sites More sharing options...
Asher Posted May 20 Share Posted May 20 Hi guys! Glad we have a new forum thingy! 1 Link to comment Share on other sites More sharing options...
Emacz Posted Sunday at 02:44 Share Posted Sunday at 02:44 Thanks to @stevenlauthere is now some footage of me getting my @#$% kicked by him Classical Warfare AEA youtube channel! 1 Link to comment Share on other sites More sharing options...
Asher Posted Sunday at 18:45 Share Posted Sunday at 18:45 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 1 Link to comment Share on other sites More sharing options...
Emacz Posted Sunday at 19:36 Share Posted Sunday at 19:36 OK thanks, will keep an eye on it and see what other people think. Keep in mind civilians gather metal faster than soldiers, so sticking a few on metal will definitely help. 1 Link to comment Share on other sites More sharing options...
Emacz Posted Monday at 13:25 Share Posted Monday at 13:25 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! 1 Link to comment Share on other sites More sharing options...
Asher Posted Monday at 21:34 Share Posted Monday at 21:34 Didn't barracks house soldiers? What if you added like a 10 population bonus to barracks Link to comment Share on other sites More sharing options...
Emacz Posted Tuesday at 00:27 Share Posted Tuesday at 00:27 They train soldiers, but again most soldiers, at least citizen soldiers wouldn't live in the barracks I don't think? But its not completely out of the question. Would be curious to what people think, and maybe it would be unique to a couple more "agressive" civs. Link to comment Share on other sites More sharing options...
Asher Posted Tuesday at 00:32 Share Posted Tuesday at 00:32 2 minutes ago, Emacz said: They train soldiers, but again most soldiers, at least citizen soldiers wouldn't live in the barracks I don't think? They may only have had a garrison if it was in a fortress or something, maybe fortresses could give a little population? Link to comment Share on other sites More sharing options...
Emacz Posted Tuesday at 00:41 Share Posted Tuesday at 00:41 I appreciate all your help on the mod, but do you play it? <Population> <Bonus>25</Bonus> </Population> that is in the fortress template, they do give a pop bonus, 25 Link to comment Share on other sites More sharing options...
Asher Posted Tuesday at 00:56 Share Posted Tuesday at 00:56 Ohhhhhhhhhhhhhhhhhhhhhh I don't always look for stuff like that I sometimes play it, but not so much recently 1 Link to comment Share on other sites More sharing options...
Emacz Posted 44 minutes ago Share Posted 44 minutes ago Even though it doesn't seem to be helping much I thought I add a little more detail regarding the Classical Warfare AEA project. Another thing that separates it a little from the base game is more diversity within units. For example, there were at least 3 common types of bows from 500 BCE to 0/100 CE. You had the simple bow. Cheaper, easier to make, but not as strong/accurate as (Composite/Longbows.) Most of the Greeks were not known for their archery, the mainly used the simple bow. Then there is the composite bow, almost twice the range as the simple bow, popular among the Steppe people, used by the Achaemenid Empire (Persians) Sele and Ptoles. Then you had the more powerful, bigger long bows of the Maurya and Kushites. These bows often matched the range or exceeded that of the composite bow. But do it its size had a slower rate of fire and was not ideal for very mobile units. There were also different types of ammunition used with slings, most commonly stone or lead when available. Again trained slingers with lead ammunition could often out shoot archers as far as distance. The Balearic and Rhodians in particular were highly sought after for their slinging skills. Please correct me if I'm wrong But yes we are trying to make an effort to represent some of the important differences from the time period which made certain archers better than others, while some infantry stronger than others etc. Link to comment Share on other sites More sharing options...
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