[UXP] Legends of Revolutions

Sounds great!
How about allowing/denying certain promotions to pikemen or macemen to differentiate them a bit more?

Unfortunatly this isn't really possible without hacking it in (creating dummy promotions), or significantly changing the SDK (plus I'm not sure how setting up functionally would work, let alone coding it). I'm not willing to do either of these things though.
 
OK, here is my current idea:

Make Pikemen, Macemen, and Crossbows cost 70:hammers:

Pikemen: 6:strength: +100% against Mounted and Melee
Macemen: 8:strength: +50% against Melee
Crossbows: 6:strength: +50% against Melee, targets Melee first in combat outside cities

Longbows and Knights stay as is.

Now does this sound like an improvement to Mideaval warfare? Would it be more fun in multiplayer then the current default BtS setup?

There has been an excellent discussion of the effects the changes to the pikeman would have.

I really agree with Bestbrian, if you want to make the pikeman the most used unit in middle ages, then you need to give it such bonuses that it will become the centre stack defender. This can be done in an excellent way by making them like landsknechts: 6 :strength: +100% against mounted and melee.

This will make them slightly better than macemen in a one-on-one battle (9 vs 8). It will make them better than knights in a one-on-one battle (12 vs 10) and thus you'll want them in your stacks. And this is historically correct for the late middle ages. They are still weak vs the fortified longbowman and the crossbowman which is also historically correct since their ability to keep units at range is of no use against bowmen while they will suffer against these units because of lack of armor.

Macemen will still be the primary city attackers although you could consider removing the option of city raider promotions from the pikemen. They shouldn't be decent at city attacking. Knights are there as the dumb brute force attack units.

Crossbowmen are there to make sure that pikemen will have a weakness. They can easily defeat pikemen. However, I think giving them the ability to target melee units first outside cities is not a good idea. There is no contemporary melee unit that can stand up to them, so they'd generally win on the attack which circumvents Civ4's stack defence system. I think it would easily overpower crossbowmen to the point where you don't want melee units in your stacks anymore.

So without the special targeting of the crossbowman, I think this would really work and be more like late medieval combat.

However cost wise, I think some differences should be made. The crossbowman is generally less useful than the pikeman, it's mainly a counter unit. The pikeman is good vs melee units and mounted units while the crossbowman is just good against melee units. The macemen is also more important as it is good vs cities. So I would make the maceman and the pikeman 70 :hammers: while the crossbowman could be 60 :hammers:

I would like to remark that similar changes to the spearman could also be defended. Their current weakness against axemen and swordsmen doesn't really represent the historically excellent ability of the spearmen in phalanx formation which could fight against the best melee units.

How about this:
axemen: 5 :strength: 25% bonus vs swordsmen, 35 :hammers:
spearmen: 4 :strength: 100% bonus vs mounted, 25% bonus vs melee, 25% bonus vs axemen , no city raider promotions available 35 :hammers:
swordsmen: 6 strength 45 :hammers:

This would make the organized spearmen formation the counter against unorganized wild melee units like the axeman. It would make axemen the counter against swordsmen. Finally, swordsmen with their higher mobility could beat the rigid spearmen formation and would be the primary city attackers. Before swordsmen, the axeman would be a better city attacker than the spearman, but the spearman could beat it in the field. It would be fairly accurate historically and would be good gameplay. It would also make the spearmen a far more important unit in the ancient/classical age.

Siege could also be adjusted. This is my current planned rebalancing:

Max damage set to 20% for ram, 30% for capped ram, 40% for catapult, 50% for trebuchet, 60% for bombard, 70% for cannon, 80% for artillery, and 90% for mobile artillery.

Adjust catapults to 4:strength: and reduce the city attack bonus of Trebs and bombards to 50%. These reductions are to account for the fact that siege will have a much higher survival chance with the reduced max damage cap (they'll be required to make less hits before withdrawing).

Thoughts on this change?

As you might remember, I'm pretty much in favour of reducing the damage that siege units do. It would improve their survivability while making the job of taking the city harder for the other units. It would result in lower losses amongst the siege units and higher losses amongst the other units. It would also not make the battles after the siege units have attacked trivial.

However, I can imagine that you have a different idea for your mod so you can just ignore my rambling in the above paragraph.

However, a different issue. I just downloaded this mod and was checking out how ranged bombardment worked. I wanted the know how well balanced it was compared to normal attacking. What I noticed was not really expected:

Siege units that can do ranged bombard can kill units with ranged bombard while they cannot do this with a normal attack. That seemed weird to me as they risk far more with a normal attack than with a ranged attack. Shouldn't the ranged attack have a similar damage cap as the direct attack or maybe even a higher damage cap (you can do more damage in a risky direct attack than with a ranged attack).

Example: the artillery has a normal damage cap of 85. It cannot reduce units below 15 hitpoints with a direct attack. However, it can kill units with ranged bombardment. Wouldn't it be more balanced if ranged bombardment would have a higher damage cap (like 50 hitpoints?)
Note that ship ranged bombardment can also kill.
 
Unfortunatly this isn't really possible without hacking it in (creating dummy promotions), or significantly changing the SDK (plus I'm not sure how setting up functionally would work, let alone coding it). I'm not willing to do either of these things though.

Ah, ok. I also mentioned removing city raider promotions from pikemen. So could it be done if pikemen (and spearmen) were a different unit class than melee units?

You could make pikemen weaker at city attack by giving it a basic penalty against attacking cities. But I don't think it is really necessary. Macemen are already stronger and thus better at attacking cities.
 
The capo's & company's Hitler has already been put in. Even with the slight comic book look, he stands head and shoulders over the other ones.Their new Alexander will probably make it in too if it ever gets done. (I also want to rip parts of it off and make a unit out of it).

One thing Alsark, could you write up a description for the Barbary Corsair Legend?

@Anyone who cares: If any one has a pic or could give me a link to what the Sacred Band of Thebes actually looked like, that would be great. The current model is such a good looking unit It never bothered me, until I stumbled across it in the database. Its supposed to be a Macedonian Hypaspist. If it were any other greek city state I wouldnt care as much, but theyre the ones that wiped out the Sacred Band. Thats like giving the Aztecs a conquistador looking unit.

Certainly. I don't know much about the corsairs myself, so I'll just end up pulling a lot of info from Wikipedia (not copy and pasted, of course, but taking tidbits here and there). I couldn't seem to find the statistics for the unit (even in the new XML files). Is it in there? Or is this something for a future version?

As for the Sacred Band... all of the pictures I were finding on Google came from video games, so I am not sure that an actual painting or fresco of sorts exists.
 
OK, here is my current idea:

Make Pikemen, Macemen, and Crossbows cost 70:hammers:

Pikemen: 6:strength: +100% against Mounted and Melee
Macemen: 8:strength: +50% against Melee
Crossbows: 6:strength: +50% against Melee, targets Melee first in combat outside cities

Longbows and Knights stay as is.

Now does this sound like an improvement to Mideaval warfare? Would it be more fun in multiplayer then the current default BtS setup?

Sounds like an improvement to me. It'd look more historical. Worth a try. I'd be in favor of a city attack penalty for pikes if you can't block the promotions.


As for the proposed seige changes, I'm all for changes that make them less disposable and less common. It sounds like it would make for a better mixed stack.
 
There has been an excellent discussion of the effects the changes to the pikeman would have.

I really agree with Bestbrian, if you want to make the pikeman the most used unit in middle ages, then you need to give it such bonuses that it will become the centre stack defender. This can be done in an excellent way by making them like landsknechts: 6 :strength: +100% against mounted and melee.

This will make them slightly better than macemen in a one-on-one battle (9 vs 8). It will make them better than knights in a one-on-one battle (12 vs 10) and thus you'll want them in your stacks. And this is historically correct for the late middle ages. They are still weak vs the fortified longbowman and the crossbowman which is also historically correct since their ability to keep units at range is of no use against bowmen while they will suffer against these units because of lack of armor.

Macemen will still be the primary city attackers although you could consider removing the option of city raider promotions from the pikemen. They shouldn't be decent at city attacking. Knights are there as the dumb brute force attack units.

Crossbowmen are there to make sure that pikemen will have a weakness. They can easily defeat pikemen. However, I think giving them the ability to target melee units first outside cities is not a good idea. There is no contemporary melee unit that can stand up to them, so they'd generally win on the attack which circumvents Civ4's stack defence system. I think it would easily overpower crossbowmen to the point where you don't want melee units in your stacks anymore.

So without the special targeting of the crossbowman, I think this would really work and be more like late medieval combat.

However cost wise, I think some differences should be made. The crossbowman is generally less useful than the pikeman, it's mainly a counter unit. The pikeman is good vs melee units and mounted units while the crossbowman is just good against melee units. The macemen is also more important as it is good vs cities. So I would make the maceman and the pikeman 70 :hammers: while the crossbowman could be 60 :hammers:

I would like to remark that similar changes to the spearman could also be defended. Their current weakness against axemen and swordsmen doesn't really represent the historically excellent ability of the spearmen in phalanx formation which could fight against the best melee units.

How about this:
axemen: 5 :strength: 25% bonus vs swordsmen, 35 :hammers:
spearmen: 4 :strength: 100% bonus vs mounted, 25% bonus vs melee, 25% bonus vs axemen , no city raider promotions available 35 :hammers:
swordsmen: 6 strength 45 :hammers:

This would make the organized spearmen formation the counter against unorganized wild melee units like the axeman. It would make axemen the counter against swordsmen. Finally, swordsmen with their higher mobility could beat the rigid spearmen formation and would be the primary city attackers. Before swordsmen, the axeman would be a better city attacker than the spearman, but the spearman could beat it in the field. It would be fairly accurate historically and would be good gameplay. It would also make the spearmen a far more important unit in the ancient/classical age.



As you might remember, I'm pretty much in favour of reducing the damage that siege units do. It would improve their survivability while making the job of taking the city harder for the other units. It would result in lower losses amongst the siege units and higher losses amongst the other units. It would also not make the battles after the siege units have attacked trivial.

However, I can imagine that you have a different idea for your mod so you can just ignore my rambling in the above paragraph.

However, a different issue. I just downloaded this mod and was checking out how ranged bombardment worked. I wanted the know how well balanced it was compared to normal attacking. What I noticed was not really expected:

Siege units that can do ranged bombard can kill units with ranged bombard while they cannot do this with a normal attack. That seemed weird to me as they risk far more with a normal attack than with a ranged attack. Shouldn't the ranged attack have a similar damage cap as the direct attack or maybe even a higher damage cap (you can do more damage in a risky direct attack than with a ranged attack).

Example: the artillery has a normal damage cap of 85. It cannot reduce units below 15 hitpoints with a direct attack. However, it can kill units with ranged bombardment. Wouldn't it be more balanced if ranged bombardment would have a higher damage cap (like 50 hitpoints?)
Note that ship ranged bombardment can also kill.

I like Roland's ideas here. Too bad you can't block out the CR promos; that would seal the deal. If there is a way to give Pikes and Spears a significant penalty v.v Cities, that should be done.

What Roland points out regarding ranged bombardment seems to be significantly unbalanced. Any thoughts?
 
Here's a description for the Barbary Corsairs:

_________________________________________________________________________

The Barbary Corsairs were Muslim pirates and privateers who operated from the 11th century until the 19th century, and were based primarily in North African port cities such as Tunis, Tripoli, Morocco, and Algiers. These ports ran along North Africa's coast, known as the Barbary Coast. Although they sailed mainly along this coast, they could be found in the Mediterranean and as far away as Iceland. They would regularly commandeer western European ships and would capture Christian slaves to sell in markets along North Africa's coastal cities.

Piracy along the North African coasts picked up in large part due to flourishing Mediterranean trade routes. The conquest of Granada by the Spanish also escalated piracy along the coast, as exiled Moors would take up piracy as an act of vengeance against the Spanish. Sympathy from Islamic nations such as the Mamelukes of Egypt, and later the Ottoman Turks, ensured the survival of the pirates. At one point Selim I, the Ottoman Sultan, sent troops to aid in a fight against the Spanish, which succeeded.

The success of the pirates no doubt caught the attention of many nations and militaristic groups. The Order of Saint Stephen was a militaristic order created in an effort to fight the Ottomans and the Barbary Corsairs. After being present at battles such as the siege of Malta, the Battle of Lepanto, and the capture of Annaba in Algeria, the Order of Saint Stephen decided to concentrate on the Barbary Corsairs. Despite this, the 17th century was considered the golden age for the pirates along the Barbary Coast. Aiding this were many countries paying tribute to the pirates for protection, and some European nations encouraging pirate attacks against their rivals.

In the 18th century Spain fought back by bombarding Algiers. This resulted in a peace treaty that resulted in years of safety for the Spanish. Around this time, however, piracy against America started to pick up due to Portugal allowing the pirates to sail through the Straits of Gibraltar after a cash deal. This lead to the United States creating the United States Navy in 1794. What was to follow were the First and Secondary Barbary Wars, both ending in victories for the United States. These victories mostly ended the practice of nations paying tribute to the pirates, although some nations did continue to give the pirates tribute until the 1830s.

Despite the victories of the Barbary Wars, piracy continued. This resulted in two British bombardments against Algiers. While the bombardments did result in the release of British prisoners, piracy continued, although in a smaller scale. It was not until the French conquest of Algeria in 1830, which resulted in the death of a third of Algeria's population, that piracy along the coast ended.
_________________________________________________________________________

That doesn't look like a lot, but it took a surprisingly long time to type...

I took all of the information from Wikipedia and basically just wrote things in my wording and condensed it a bit.
 
The sacred band is actually supposed to be Hannibal's Reliable Heavy Infantry from Carthage. (most of the rest of his troops were mercs, but he had a central heavy infantry core that was important to alot of his strategies).

Aha. I thought they were supposed to be Carthage's back when you were talking about a mediterranean legend. Okay then we need a different pedia description for them then. They're described as the Theban band in the pedia (atleast in the version I checked last).

You'll need to tell him the text strings you're using.

Umm whats a text string:p. Seriously though whats a text string?

Way back in alpha you recommended adding a second UU to Khamer, the Phak-Ak, replacement for the Pikeman (Pikeman with Woodsman 1 & 2). Didn't do this because of the poly count of the model, but since you can clean up units now and bring them down to useable levels, I think this would be a good addition (The Balista elephant is commonly complained as being the most useless UU in the game).

Ok will add em. Will also make art defines and unit info entry for Barbary corsair, but will leave the intracacies/abilities alone until you decide what they should do.

Certainly. I don't know much about the corsairs myself, so I'll just end up pulling a lot of info from Wikipedia (not copy and pasted, of course, but taking tidbits here and there). I couldn't seem to find the statistics for the unit (even in the new XML files). Is it in there? Or is this something for a future version?

They will be in the next go round.

As for the Sacred Band... all of the pictures I were finding on Google came from video games, so I am not sure that an actual painting or fresco of sorts exists.

Same problem I had. I was asking about wrong sacred band, but there doesnt seem to be much on either of them out there. All the Total War sites have vastly different looking units, so I dont know who to trust.
 
Certainly. I don't know much about the corsairs myself, so I'll just end up pulling a lot of info from Wikipedia (not copy and pasted, of course, but taking tidbits here and there). I couldn't seem to find the statistics for the unit (even in the new XML files). Is it in there? Or is this something for a future version?

As for the Sacred Band... all of the pictures I were finding on Google came from video games, so I am not sure that an actual painting or fresco of sorts exists.


I did some digging...

http://aegeanart.tripod.com/Exhibits/index.album/theban-sacred-band-helmet?i=18

At least it looks cool.

As for the barbary corsairs, they often favored Xebec galleys with large canons on each end. They were highly maneuverable, and the tactics were to approach in numbers, allowing some to get behind the victim( where few guns could bear ) and blow the rudder off. From there they could demand surrender/board/ sink the victim.

http://images.google.com/imgres?img...bnw=123&prev=/images?q=Xebec&gbv=2&hl=en&sa=G

scroll down and follow the xebec links, it gives you good pictures and information. Being pirates, there's no standard armament.
 
I did some digging...

http://aegeanart.tripod.com/Exhibits/index.album/theban-sacred-band-helmet?i=18

At least it looks cool.

As for the barbary corsairs, they often favored Xebec galleys with large canons on each end. They were highly maneuverable, and the tactics were to approach in numbers, allowing some to get behind the victim( where few guns could bear ) and blow the rudder off. From there they could demand surrender/board/ sink the victim.

http://images.google.com/imgres?img...bnw=123&prev=/images?q=Xebec&gbv=2&hl=en&sa=G

http://images.google.com/imgres?img...bnw=123&prev=/images?q=Xebec&gbv=2&hl=en&sa=G

Thanks for the pic of the helmet.

The model for the barbary was made along time ago, just never put in. In fact, I referenced both of those pics when I was making it.

xebec.JPG
 
I love those sails.:goodjob:

Thanks. I kinda made up the color and symbol, since everyone loves the jolly roger. Hopefully no one complains about them not being accurate. I really liked the opposite facing sails (In the pics and paintings I referenced they looked really majestic). I had custom animations for the sails to where they spread out to the opposite sides, but they got messed up, so i threw them out.
 
Umm whats a text string:p. Seriously though whats a text string?
A string is a variable that stores text.

When I said text string, I was refering to the strings referencing the text XML. These:
Code:
			<Description>[B]TXT_KEY_UNIT_WARRIOR[/B]</Description>
			<Civilopedia>[B]TXT_KEY_UNIT_WARRIOR_PEDIA[/B]</Civilopedia>
			<Strategy>[B]TXT_KEY_UNIT_WARRIOR_STRATEGY[/B]</Strategy>
I was saying Alsark needs to know what you defined these strings as in the UnitInfos file for the Corsairs, so he could write the proper references in his text editing. He'll also need to know these same strings for the Phak-Ak.

Edit:
Oh, also feel free to add in the UB and UUs for the Sioux and Iroquois. I hadn't done that yet. If you need ideas, I was thinking for the UUs, Iroquois could get a Mohawk Sentry, replaces scout 2:strength: (no bonus vs Animals), can enter rival terrain. Sioux get the Brave: Replaces Horseman (there are too many knight UUs already), 3:move:, +100% vs Gunpowder Units. For UBs, Sioux get the firecircle, same effect as totem pole. Iroquois get the Longhouse, replaces Barracks +2 health. Of course none of those are set in stone, if you have a better idea, feel free to add in your idea for a UU/UB.
 
A string is a variable that stores text.

When I said text string, I was refering to the strings referencing the text XML. These:
Code:
			<Description>[B]TXT_KEY_UNIT_WARRIOR[/B]</Description>
			<Civilopedia>[B]TXT_KEY_UNIT_WARRIOR_PEDIA[/B]</Civilopedia>
			<Strategy>[B]TXT_KEY_UNIT_WARRIOR_STRATEGY[/B]</Strategy>
I was saying Alsark needs to know what you defined these strings as in the UnitInfos file for the Corsairs, so he could write the proper references in his text editing. He'll also need to know these same strings for the Phak-Ak.

Edit:
Oh, also feel free to add in the UB and UUs for the Sioux and Iroquois. I hadn't done that yet. If you need ideas, I was thinking for the UUs, Iroquois could get a Mohawk Sentry, replaces scout 2:strength: (no bonus vs Animals), can enter rival terrain. Sioux get the Brave: Replaces Horseman (there are too many knight UUs already), 3:move:, +100% vs Gunpowder Units. For UBs, Sioux get the firecircle, same effect as totem pole. Iroquois get the Longhouse, replaces Barracks +2 health. Of course none of those are set in stone, if you have a better idea, feel free to add in your idea for a UU/UB.

The Sioux would get a UU with three strength that replaces a unit with six strength?

Hm... and what's the Phak-Ak?
 
The Sioux would get a UU with three strength that replaces a unit with six strength?

Hm... and what's the Phak-Ak?

Thats 3:move: not 3:strength:

Phak-Ak will be a second UU for the Khamer, Pikeman with Woodsman 1&2
 
Thats 3:move: not 3:strength:

Phak-Ak will be a second UU for the Khamer, Pikeman with Woodsman 1&2

Why 3 moves? How about a bastard child of the Keshik and Numidian, ie: STR 5, w/Mobility, and a +10% Flanking? Seems weird having a 3 move unit that early in the game (considering that nothing else with that many moves pops up before the last eras of the game).
 
Edit:
Oh, also feel free to add in the UB and UUs for the Sioux and Iroquois. I hadn't done that yet. If you need ideas, I was thinking for the UUs, Iroquois could get a Mohawk Sentry, replaces scout 2:strength: (no bonus vs Animals), can enter rival terrain. Sioux get the Brave: Replaces Horseman (there are too many knight UUs already), 3:move:, +100% vs Gunpowder Units. For UBs, Sioux get the firecircle, same effect as totem pole. Iroquois get the Longhouse, replaces Barracks +2 health. Of course none of those are set in stone, if you have a better idea, feel free to add in your idea for a UU/UB.

Does the Mohawk Sentry get to attack units? This unit won't stand up well against real barbarians (same as warriors) so the real bonus is entering rival terrain something which no other unit can until spies and they can be caught. It's a unique feature to enter another's borders before writing. Sounds fun.

Why 3 moves? How about a bastard child of the Keshik and Numidian, ie: STR 5, w/Mobility, and a +10% Flanking? Seems weird having a 3 move unit that early in the game (considering that nothing else with that many moves pops up before the last eras of the game).

Agreed. Also the 100% bonus vs gunpowder units means that they should only obsolete when cavalry comes along. Maybe a triple upgrade path: to knight, cuirassier and cavalry. Maybe they shouldn't upgrade to knights so that the AI doesn't do that and just builds knights separately. That way you can still build them in later ages until you invent cavalry. They are a very cheap counter to musketmen although pikemen stop them easily.
 
I'll let achilleszero decide about how to fine tune the Sioux Brave. The main thing is, I don't want it as a replacement for the knight, there are already enough of those.
Does the Mohawk Sentry get to attack units? This unit won't stand up well against real barbarians (same as warriors) so the real bonus is entering rival terrain something which no other unit can until spies and they can be caught. It's a unique feature to enter another's borders before writing. Sounds fun.
Like other scouts it could attack, but not capture. Alternatively, the Mohawk Sentry could just have the regular :strength: of a scout, but gain the sentry promotion. The main thing is I want it able to enter rival's boarders (like the caravel). Should give the Iroquois a very unique UU that way, kind of like the Indian Fast Worker.
 
A string is a variable that stores text.

When I said text string, I was refering to the strings referencing the text XML. These:
Code:
			<Description>[B]TXT_KEY_UNIT_WARRIOR[/B]</Description>
			<Civilopedia>[B]TXT_KEY_UNIT_WARRIOR_PEDIA[/B]</Civilopedia>
	         <Strategy>[B]TXT_KEY_UNIT_WARRIOR_STRATEGY[/B]</Strategy>

I was saying Alsark needs to know what you defined these strings as in the UnitInfos file for the Corsairs, so he could write the proper references in his text editing. He'll also need to know these same strings for the Phak-Ak.

Ah I see. Then I guess it would go some thing like this, Alsark.

Code:
			<Description>[B]TXT_KEY_UNIT_LEGEND_BARBARY_CORSAIR[/B]</Description>
			<Civilopedia>[B]TXT_KEY_UNIT_LEGEND_BARBARY_CORSAIR_PEDIA[/B]</Civilopedia>
	         <Strategy>[B]TXT_KEY_UNIT_LEGEND_BARBARY_CORSAIR_STRATEGY[/B]</Strategy>

and this:

Code:
			<Description>[B]TXT_KEY_UNIT_PHAK_AK[/B]</Description>
			<Civilopedia>[B]TXT_KEY_UNIT_PHAK_AK_PEDIA[/B]</Civilopedia>
	         <Strategy>[B]TXT_KEY_UNIT_PHAK_AK_STRATEGY[/B]</Strategy>

Oh, also feel free to add in the UB and UUs for the Sioux and Iroquois. I hadn't done that yet. If you need ideas, I was thinking for the UUs, Iroquois could get a Mohawk Sentry, replaces scout 2:strength: (no bonus vs Animals), can enter rival terrain. Sioux get the Brave: Replaces Horseman (there are too many knight UUs already), 3:move:, +100% vs Gunpowder Units. For UBs, Sioux get the firecircle, same effect as totem pole. Iroquois get the Longhouse, replaces Barracks +2 health. Of course none of those are set in stone, if you have a better idea, feel free to add in your idea for a UU/UB.

Arrgggh. That means they need a knight model again. Maybe I will leave the model as the Sioux knight (and give it back some bone armor and other things) and make a similar looking model for the Brave/Horseman. Do you think that Brave should be a mounted bow? Either way I'll just merge parts of the current brave with other sioux units. If the horse archers actually acted right and ran around like a real mounted unit then it would be a no brainer. I just hate the ranged mounted units, they look silly when they attack.
 
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