[Modular] Fortifications

Xionn

Chieftain
Joined
Jul 6, 2009
Messages
33

The Fortifications mod adds three new defensive units to your arsenal. It adds:

  1. Town Watchman
    • 4 Strength
    • 20% city defense
    • 1 first strike
    • Requires Masonry
    • can only defend
    • Upgrade to Guard
  2. 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
  3. 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:
Spoiler :
Town Watchmen:

Fortifications Mod1.jpg

Guard:

Fortifications Mod2.jpg


City Guard:

Fortifications Mod3.jpg


Version History: 1.04

Recent changes:
Spoiler :
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


Thanks to Afforess for XML help, mechaerik, and Bakuel for their graphics
 
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!
 
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?
 
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I'm outdated :D. Now off to re-download your cool mod!
 
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.
 
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 ;)
 
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.
 
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.
 
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.
 
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.
 
There is a bug, the loyalty promotion actually gives the spy promotion "Loyal" (Never reveals nationality) instead of the intended one.
 
Thanks for spotting that Afforess, Ill change that right away.
 
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 :)
 
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.
 
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.
 
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