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Borg Expansion Pack Mod Release V 1.0.5


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  On 05/02/2019 at 5:49 PM, Glestul said:

Do not get discouraged posting your ideas if this scoffers mock you. I have misspelled peasant for pheasant and instantly i get mocked. 

These are the Toxic Lagger Individuals (TLIN) who stutter our games or play in team games without any skills. Arguing with them is like playing in a stuttering lagging game, you just do not want to share your game with them just like you do not want to share a conversation with them.

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welcome to WFG community we have this kind of funny and borg- isn't kind of sensitive.

he even crush other players (in multiplayer) he is very unmerciful. 

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  On 20/02/2019 at 10:44 AM, Glestul said:

In every phase a tech for reinforcing a cc, 500 stone in first phase 1000 stone in second phase and 1500 stone in third phase, each tech reinforces cc for 50% hit points, if a player does not research tech before he phases up then that tech is no longer available so if player phases up to phase three without first two upgraded he can only do the third one.

A decision in phase one for all civs before any building is made from what material buildings will be constructed, from wood or from stone, if from stone then all buildings have three times greater hit points and are more immune to iberian fire cav, and also much harder to capture. This i imagine like with seleucid tech in castle where its a decision what army will they have, so this decision would be resource free and unreversable. 

In third phase a tech for fire arrows for new unit of archers that  would look like archers but would be like iberian fire cavs. Fire archers would also kill siege.

In third phase a tech for poison arrows for new unit of archers that would look like archers but much more deadly against non champ units.

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I put tech "poison arrows" in the new version 1.0.3, but only for maiden archers.

About fire arrows, it is very complicated to implement this technology, for many reasons.

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Understand that for a game that strives for historical accuracy, that the prevalence of incendiary arrows was far less so than popular culture suggests.  There are rare instances, but even in these cases, they required specialised equipment and typically specialists for that specific purpose.  As for why poison arrows would not be implemented for every civilisation, realise that the game is focussed on accuracy, and unless you can provide plausible evidence for their use amongst the desired factions, they will probably not be incorporated.  

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  On 21/02/2019 at 12:11 AM, wowgetoffyourcellphone said:

I wish there was a way to add bonuses with a tech. For instance, "Steel Arrows" for Mauryans could give a bonus vs. cavalry and elephants, while "Poison Arrows" could make an additional bonus vs. infantry.

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I think it can be done. Just set bonus value "0" and give + 1,2,3 etc.. with tech.

Edited by borg-
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  On 20/02/2019 at 11:29 PM, Thorfinn the Shallow Minded said:

Understand that for a game that strives for historical accuracy, that the prevalence of incendiary arrows was far less so than popular culture suggests.  There are rare instances, but even in these cases, they required specialised equipment and typically specialists for that specific purpose.  As for why poison arrows would not be implemented for every civilisation, realise that the game is focussed on accuracy, and unless you can provide plausible evidence for their use amongst the desired factions, they will probably not be incorporated.  

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Exactly. All the changes I made in my mod I always try to base historical.

Exist historical evidence of maurian archers using poison arrows.

Edited by borg-
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  On 26/02/2019 at 9:16 PM, stanislas69 said:

Yes you are right. However if you tell me, I can probably pull something off.

 

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Need to be able to adjust attack bonuses with techs. Since bonuses can be dynamically/arbitrarily named, the techs need to be able to adjust these dynamically arbitrarily named bonuses. 

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  On 26/02/2019 at 9:59 PM, wowgetoffyourcellphone said:

Need to be able to adjust attack bonuses with techs. Since bonuses can be dynamically/arbitrarily named, the techs need to be able to adjust these dynamically arbitrarily named bonuses. 

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@borg- @wowgetoffyourcellphone There you go https://code.wildfiregames.com/D1782

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  On 26/02/2019 at 8:49 PM, borg- said:

Guys, what would you like to see in the next version?

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@borg- I would like some better design of civs, with gameplay styles, asymmetric balance and synergies. Also I think that instead of plain champions with better stats, would be cooler (and harder to balance) to have unique units, in the AoE sense.



For example, for Iberians. All numbers subjected to change or balance:

  Reveal hidden contents

 

*I like the idea of Delenda Est: the mercenaries could be 0 pop, but metal expensive and limited. Civs that they didn't use mercenaries, could use "allies" with the same function.

*Free building restriction of storehouses could be nice


 

 

 

 

Edited by av93
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  On 01/03/2019 at 11:32 AM, av93 said:

@borg- I would like some better design of civs, with gameplay styles, asymmetric balance and synergies. Also I think that instead of plain champions with better stats, would be cooler (and harder to balance) to have unique units, in the AoE sense.



For example, for Iberians. All numbers subjected to change or balance:

  Reveal hidden contents

 

*I like the idea of Delenda Est: the mercenaries could be 0 pop, but metal expensive and limited. Civs that they didn't use mercenaries, could use "allies" with the same function.

*Free building restriction of storehouses could be nice


 

 

 

 

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I have done this gradually, there are new unique bonuses and also technologies and units. It takes a time, but it's in my planning to increase the diversity among civilizations.

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  On 01/03/2019 at 5:41 PM, Glestul said:

Excellent new version 1.0.3

Make more upgrades on everything 

Idea for new building, a bonfire.

A bonfire would be building that would greatly increase line of sight and would slowly die out like fire ship. Line of sight would be like CC, and would last 3 min.

Cost 200 wood and can be build on neutral and enemy territory.

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This would be useful if the common vision ranges were smaller.

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