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#1 |
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Chieftain
Join Date: Jul 2009
Posts: 33
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[Modular] Fortifications
The Fortifications mod adds three new defensive units to your arsenal. It adds:
Pictures: Spoiler:
Version History: 1.04 Recent changes: Spoiler:
Install directions:After extracting the "Fortifications" folder place it in Rise Of Mankind---->Assets----->Modules----->Custom Units. Download Here Thanks to Afforess for XML help, mechaerik, and Bakuel for their graphics Last edited by Xionn; Aug 22, 2009 at 06:13 AM. |
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#2 |
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Prince
Join Date: Aug 2007
Location: Oak Ridge, TN
Posts: 312
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I can't remember what other units strengths are in those eras but the city guard seems OP even as a defender.
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#3 |
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Deity
Join Date: Mar 2009
Location: Hanover Park, IL
Posts: 2,786
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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!
you two!
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#4 |
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The White Wizard
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I thought I already balanced my Castle mod a lot. What more needs balancing?
__________________
"A Witty Saying Proves Nothing" -Voltaire Civilization 4 Mods: Rise of Mankind - A New Dawn 1.75 Civilization 5 Mods: Active City Defense, Tech Diffusion Minecraft Mods: Spout & Spoutcraft Lead Developer |
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#5 |
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Warlord
Join Date: Oct 2004
Location: Seytroux, France
Posts: 251
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Pictures?
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#6 |
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Deity
Join Date: Mar 2009
Location: Hanover Park, IL
Posts: 2,786
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#7 |
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Chieftain
Join Date: Jul 2009
Posts: 33
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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.
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#8 | |
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Divemaster
Join Date: Feb 2009
Location: Denmark
Posts: 2,407
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Quote:
__________________
"Believe nothing, no matter where you read it, or who said it, no matter if I have said it, unless it agrees with your own reason and your own common sense." Buddha |
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#9 |
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Warlord
Join Date: May 2008
Posts: 129
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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.
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#10 |
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Chieftain
Join Date: Jul 2009
Posts: 33
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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
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#11 |
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The White Wizard
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I tested it with a city with all of my castle improvements, walls and high walls (Altogether 320% defense
) 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.
__________________
"A Witty Saying Proves Nothing" -Voltaire Civilization 4 Mods: Rise of Mankind - A New Dawn 1.75 Civilization 5 Mods: Active City Defense, Tech Diffusion Minecraft Mods: Spout & Spoutcraft Lead Developer |
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#12 |
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Caveman2Cosmos Modder
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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.
__________________
Caveman 2 CosmosCaveman2Cosmos Forum: Project and Mod Development Forum HERE |
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#13 | |
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Warlord
Join Date: Oct 2004
Location: Seytroux, France
Posts: 251
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Quote:
What's the effect of this on Revolutions? |
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#14 |
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The White Wizard
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There is a bug, the loyalty promotion actually gives the spy promotion "Loyal" (Never reveals nationality) instead of the intended one.
__________________
"A Witty Saying Proves Nothing" -Voltaire Civilization 4 Mods: Rise of Mankind - A New Dawn 1.75 Civilization 5 Mods: Active City Defense, Tech Diffusion Minecraft Mods: Spout & Spoutcraft Lead Developer |
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#15 |
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Chieftain
Join Date: Jul 2009
Posts: 33
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Thanks for spotting that Afforess, Ill change that right away.
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#16 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,623
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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
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#17 |
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The White Wizard
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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.
__________________
"A Witty Saying Proves Nothing" -Voltaire Civilization 4 Mods: Rise of Mankind - A New Dawn 1.75 Civilization 5 Mods: Active City Defense, Tech Diffusion Minecraft Mods: Spout & Spoutcraft Lead Developer |
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#18 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,623
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They actually send them out with settlers rather than bowmen.
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#19 | |
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TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,369
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Quote:
JosEPh PS, I can't seem to be able to Download the modmod. Never mind used alt route.
__________________
"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team Last edited by JosEPh_II; Jul 11, 2009 at 10:38 AM. |
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#20 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,623
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