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Old Jul 07, 2009, 11:58 AM   #1
Xionn
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[Modular] Fortifications


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:

Click image for larger version

Name:	Fortifications Mod1.jpg
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ID:	220336

Guard:

Click image for larger version

Name:	Fortifications Mod2.jpg
Views:	253
Size:	29.0 KB
ID:	220338


City Guard:

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Name:	Fortifications Mod3.jpg
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ID:	220337


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

Last edited by Xionn; Aug 22, 2009 at 06:13 AM.
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Old Jul 07, 2009, 12:20 PM   #2
royal62184
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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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Old Jul 07, 2009, 12:23 PM   #3
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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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Old Jul 07, 2009, 01:32 PM   #4
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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!
I thought I already balanced my Castle mod a lot. What more needs balancing?
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Old Jul 07, 2009, 02:07 PM   #5
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Pictures?
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Old Jul 07, 2009, 02:17 PM   #6
os79
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Originally Posted by Afforess View Post
I thought I already balanced my Castle mod a lot. What more needs balancing?
I'm outdated . Now off to re-download your cool mod!
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Old Jul 07, 2009, 03:00 PM   #7
Xionn
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Quote:
Originally Posted by royal62184 View Post
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.
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Old Jul 07, 2009, 07:00 PM   #8
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Quote:
Originally Posted by Xionn View Post
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
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Old Jul 07, 2009, 10:04 PM   #9
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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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Old Jul 07, 2009, 10:19 PM   #10
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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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Old Jul 07, 2009, 10:37 PM   #11
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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.
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Old Jul 08, 2009, 01:16 AM   #12
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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.
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Old Jul 08, 2009, 03:30 AM   #13
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Quote:
Loyalty (-100% revolt chance)
Hrm.

What's the effect of this on Revolutions?
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Old Jul 08, 2009, 07:34 PM   #14
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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.
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Old Jul 09, 2009, 12:13 PM   #15
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Thanks for spotting that Afforess, Ill change that right away.
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Old Jul 09, 2009, 07:19 PM   #16
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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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Old Jul 09, 2009, 09:55 PM   #17
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Originally Posted by Dancing Hoskuld View Post
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.
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Old Jul 10, 2009, 01:21 AM   #18
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They actually send them out with settlers rather than bowmen.
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Old Jul 11, 2009, 10:30 AM   #19
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Originally Posted by Dancing Hoskuld View Post
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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Old Jul 11, 2009, 02:20 PM   #20
Dancing Hoskuld
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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 .
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