So, my first post on the forums and I already have a mod to post. Its not thoroughly playtested yet, though after my initial attempt I did nerf catapults even more in return for them showing up with TECH_MATHEMATICS as has been traditional in Civ. Trebuchets and Rocket Artillery are back, as well. Also, the withdrawal rate on artillery has been improved at all levels, with a significant jump when moving from direct fire artillery such as cannons to indirect fire such as modern artillery and particularly rocket artillery.
Oh, and to make the mod more easily integrated with other mods, everything I touched has <!-- MOD: ... > <!-- /MOD --> around it. At least in the Units directory. A future version will have it in the Text directory, as well as more... full-featured civlopedia entries. People to translate to languages besides English would be really helpful, too!
Actually, let me go into more detail on the changes included in this mod:
- Changed Catapults to have 4 strength, max of five units hit with collateral damage, 15% withdrawal rate, plus a few other changes designed to nerf it. It is available earlier, though. Costs 40 still.
- Added Trebuchets, which are the same as Catapults used to be, for the most part. Strength is 8 instead of 5, has a 25% withdrawal rate, and max of six units hit with collateral damage. Costs 65. Requires Machinery, placing it nicely between Catapults and Cannons.
- Cannons were basically untouched, save for their withdrawal rate being changed to 35% and being moved to chemistry (logic going that the advancements that allow for the cannons on a frigate allow for militarily useful cannons on land.)
- Artillery was entirely untouched save for its withdrawal rate being increased to 55% due to it being an indirect fire piece.
- Rocket Artillery was added after Artillery, with a withdrawal rate of 65%, a strength of 34 (it comes around at the same time as mech. infantry, so it fits fairly well, especially compared to modern armor), speed of two so it can keep up with a modern war, a max number of units hit by collateral damage of 9 and a cost of 220. Finally, it does require aluminum for game balance issues, as well as using the logic that the MLRS concept requires fairly light-weight rockets to work. It requires Rocketry and Robotics.
Version 0.3 added Rocketry requirement to Rocket Artillery, as well as the Aluminum requirement.
Version 0.4 added, borrowed the Trebuchet model from Sharick (Thanks!) and adjusted a few things to improve the balance. I'll go back and fix the description of what's been done to account for that soonish. Sorry for the disappearence, just now got up the will to update this for 1.61.
-Atma
Oh, and to make the mod more easily integrated with other mods, everything I touched has <!-- MOD: ... > <!-- /MOD --> around it. At least in the Units directory. A future version will have it in the Text directory, as well as more... full-featured civlopedia entries. People to translate to languages besides English would be really helpful, too!
Actually, let me go into more detail on the changes included in this mod:
- Changed Catapults to have 4 strength, max of five units hit with collateral damage, 15% withdrawal rate, plus a few other changes designed to nerf it. It is available earlier, though. Costs 40 still.
- Added Trebuchets, which are the same as Catapults used to be, for the most part. Strength is 8 instead of 5, has a 25% withdrawal rate, and max of six units hit with collateral damage. Costs 65. Requires Machinery, placing it nicely between Catapults and Cannons.
- Cannons were basically untouched, save for their withdrawal rate being changed to 35% and being moved to chemistry (logic going that the advancements that allow for the cannons on a frigate allow for militarily useful cannons on land.)
- Artillery was entirely untouched save for its withdrawal rate being increased to 55% due to it being an indirect fire piece.
- Rocket Artillery was added after Artillery, with a withdrawal rate of 65%, a strength of 34 (it comes around at the same time as mech. infantry, so it fits fairly well, especially compared to modern armor), speed of two so it can keep up with a modern war, a max number of units hit by collateral damage of 9 and a cost of 220. Finally, it does require aluminum for game balance issues, as well as using the logic that the MLRS concept requires fairly light-weight rockets to work. It requires Rocketry and Robotics.
Version 0.3 added Rocketry requirement to Rocket Artillery, as well as the Aluminum requirement.
Version 0.4 added, borrowed the Trebuchet model from Sharick (Thanks!) and adjusted a few things to improve the balance. I'll go back and fix the description of what's been done to account for that soonish. Sorry for the disappearence, just now got up the will to update this for 1.61.
-Atma