View Full Version : [Modular] Fortifications
Xionn Jul 07, 2009, 12:58 PM Fortifications Mod (http://forums.civfanatics.com/downloads.php?do=file&id=12771)
The Fortifications mod adds three new defensive units to your arsenal. It adds:
Town Watchman
4 Strength
20% city defense
1 first strike
Requires Masonry
can only defend
Upgrade to Guard
Guard
8 Strength
50% city defense
2 first strikes
25% vs Mounted, Melee, Archers, Siege
Requires Engineering, Barracks
can only defend
Costs 1 gold per turn
Upgrades to City Guard
City Guard
13 Strength
50% city defense
3 first strikes
50% vs Mounted, Melee, Archers, Siege
Requires Flintlock, Castle
Starts with Patrol I (+1 visibility, -10% revolt chance)
can only defend
Costs 2 gold per turn
Upgrades to Machine Gun
Pictures:Town Watchmen:
220336
Guard:
220338
City Guard:
220337
Version History: 1.04
Recent changes:
Fixed Loyalty Bug
Improved buttons
Made town watchmen cost more
Changed guards needing walls to barracks (see more on page 2)
Install directions:After extracting the "Fortifications" folder place it in Rise Of Mankind---->Assets----->Modules----->Custom Units.
Download Here (http://forums.civfanatics.com/downloads.php?do=file&id=12771)
Thanks to Afforess for XML help, mechaerik, and Bakuel for their graphics
royal62184 Jul 07, 2009, 01:20 PM I can't remember what other units strengths are in those eras but the city guard seems OP even as a defender.
os79 Jul 07, 2009, 01:23 PM Combine this and Castle mod by Alfresso (after that mod is modded a bit ot be more balancing) could make for hard-fought medieval wars! if it is not already hoard-fought *lol*. I like these two mods in a combo! :goodjob: you two!
Afforess Jul 07, 2009, 02:32 PM Combine this and Castle mod by Alfresso (after that mod is modded a bit ot be more balancing) could make for hard-fought medieval wars!
I thought I already balanced my Castle mod a lot. What more needs balancing?
Sarkyn Jul 07, 2009, 03:07 PM Pictures? :)
os79 Jul 07, 2009, 03:17 PM I thought I already balanced my Castle mod a lot. What more needs balancing?
I'm outdated :D. Now off to re-download your cool mod!
Xionn Jul 07, 2009, 04:00 PM I can't remember what other units strengths are in those eras but the city guard seems OP even as a defender.
Royal, I was originally going to have the City Guards require rifling along with everything else it already requires but I decided against it because I thought it would be under-powered because most people would rather build riflemen than city guards. I don't think that the City Guard is over-powered because usually around then you have heavy swordsman (13 strength), heavy pikeman (9 strength), and are going to get riflemen (24 strength) soon.
vincentz Jul 07, 2009, 08:00 PM Royal, I was originally going to have the City Guards require rifling along with everything else it already requires but I decided against it because I thought it would be under-powered because most people would rather build riflemen than city guards. I don't think that the City Guard is over-powered because usually around then you have heavy swordsman (13 strength), heavy pikeman (9 strength), and are going to get riflemen (24 strength) soon.
But with str 15 +75% citydef +5xp(50CityDef)+25% fortify = str 37.5 and thats without the city fortification bonus. OP IMO ;)
Nightguard Jul 07, 2009, 11:04 PM I'm going to agree that the city guard look very overpowered. They'd be a lot more balanced if they had only a +25% bonus to city defense, which is what the previous defense-specialized unit, the longbowman, receive. With just a 25% defense, you're already looking at a unit with 18.75 strength, and as Vincentz pointed out, that's without any promotions, city defense bonuses, or fortification bonuses. Given that most people will only have bombards around this point, even this is a pretty impressive city garrison.
Xionn Jul 07, 2009, 11:19 PM Vincentz, I tweaked the city defense bonus and I lowered the strength by 2. I also made it so that the guard requires 1 gold per turn and the city guard requires 2 gold per turn so that it might not be the best choice to stock up on 15 city guards in your 1 city :D.
Afforess Jul 07, 2009, 11:37 PM I tested it with a city with all of my castle improvements, walls and high walls (Altogether 320% defense:crazyeye:) and placed two city guards. Then, using 2 cannons and 5 riflemen I was able to capture the city. The cannons were for collateral damage.
Overall, this addon will definitely enhance medieval and early city defense. Sieges will probably be long drawn out struggles, especially since the AI seems to use the new units well in my tests. And this should put a stop to the really painful surprise mailed knight rushes the AI is so fond of.
strategyonly Jul 08, 2009, 02:16 AM Alternate route for downloading until its out of the moderation queue
All you need to do is get over 30 places that you can write posts to, or just ask a question here and there. Right now you only have 3. Just look at your name under it.
Sarkyn Jul 08, 2009, 04:30 AM Loyalty (-100% revolt chance)
Hrm.
What's the effect of this on Revolutions?
Afforess Jul 08, 2009, 08:34 PM There is a bug, the loyalty promotion actually gives the spy promotion "Loyal" (Never reveals nationality) instead of the intended one.
Xionn Jul 09, 2009, 01:13 PM Thanks for spotting that Afforess, Ill change that right away.
Dancing Hoskuld Jul 09, 2009, 08:19 PM The AI seems to use town watchmen instead of bowmen. Perhaps they need a need a bigger negative for example no movement :) After all it is their homes they are guarding :)
Afforess Jul 09, 2009, 10:55 PM The AI seems to use town watchmen instead of bowmen. Perhaps they need a need a bigger negative for example no movement :) After all it is their homes they are guarding :)
I know he considered that originally, but the problem is, what if you have 5 cities. Your capital produces units fast, but your other 4 are size 1, and take forever. Then, your defenses are screwed, because you can't move the units. Also, the AI doesn't consider movement a factor when it chooses to build a unit, so they would still build the same amount. However, the 3 new units are declared in the XML as for only city defense, so the AI won't spam them to make a useless defensive army.
Dancing Hoskuld Jul 10, 2009, 02:21 AM They actually send them out with settlers rather than bowmen.
JosEPh_II Jul 11, 2009, 11:30 AM They actually send them out with settlers rather than bowmen.
Is that bad?
JosEPh
PS, I can't seem to be able to Download the modmod. Never mind used alt route.
Dancing Hoskuld Jul 11, 2009, 03:20 PM Is that bad?
JosEPh
PS, I can't seem to be able to Download the modmod. Never mind used alt route.
Well, it means you can remove archery and bowmen from the game :mischief:.
DRJ Jul 11, 2009, 06:54 PM Well, it means you can remove archery and bowmen from the game :mischief:.
Don't think so, the bowmen are good for some other abilities:
first strikes (anti colleteral damage defense)
or fortified in hill fortresses outside cities
and they are - with archer bombard activated - a really good early attacker to soften defenses and then suiciding to clear the way for the spearmen (operation "human ram").
I really like this mod, exept for it's graphic glitch, which happens when you have "animations frozen" on, the units get pink - at least if fortified... I think someone once said that this was due to a alpha-channel thingie or something :scan: ...
Xionn Jul 13, 2009, 08:44 AM I really like this mod, exept for it's graphic glitch, which happens when you have "animations frozen" on, the units get pink - at least if fortified... I think someone once said that this was due to a alpha-channel thingie or something :scan: ...
I never noticed any graphic glitch when I was testing this mod, but I'll look into that right away.
Afforess Jul 16, 2009, 11:36 AM Xionn,
you might want to increase the cost of the town watchman; it current; costs the same as an archer, a weaker unit.
Xionn Aug 02, 2009, 10:26 PM I updated the Town Watchmen to cost 37 hammers instead of 32. Hopefully that is the last of the bugs/fixes I need to make for awhile because I'm starting another modmod. It will come out soon.
Xionn Aug 04, 2009, 04:27 PM I found a bug that made it so that you couldn't build a guard in your city if you had high walls, when the guards needed just regular walls. I have no idea why this happened but I updated the guard so that he needed the barracks instead of the walls.
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