Buildings: Arrow and Bow Construction

black213

Emperor
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Mar 12, 2010
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Arrow Construction

Cost: 40 :hammers:
Requires: Archery
Provides: Arrows. Allows production of Archers with Bows, Longbowmen with Longbows and Crossbowmen with Crossbows. Each Arrows gives 5% faster production of Archers, Longbowmen and Crossbowmen. With Copper/Iron, it provides you with Copper/Iron arrows, which promote Archers, Longbowmen and Crossbowmen to Improved Arrows (+5% against all animal, land and mounted units)
Obsolete with: Rifling

Bow Construction

Cost: 60 :hammers:
Requires: Archery
Provides: Bows. Allows production of Archers with Arrows. Each Bows gives 10% faster production of Archers.
Obsolete with: Feudalism or Machinery, Rifling

Longbow Construction

Cost: 150 :hammers:
Requires: Feudalism, Archery
Provides: Longbows. Allows production of Longbowmen with Arrows. Each Longbows gives 10% faster production of Longbowmen.
Obsolete with: Rifling

Crossbow Construction

Cost: 160 :hammers:
Requires: Machinery, Archery
Provides: Crossbows. Allows production of Crossbowmen with Arrows. Each Crossbows gives 10% faster production of Crossbowmen.
Obsolete with: Rifling

What do you think?
 
Too much micro but if you wanted it more accurate call the arrow construction a fletcher, the bow maker is called a bowyer, you can make longbows with Feudalism, and you can make crossbows if there is an armorer/forge in the city
 
It still would be a good addition, I just didn't come up with good names.
 
Too much micro for me, mainly because I don't see a reason to split arrow and bow production.

Should we have tilt and blade production for melee troops, and saddle and pike production for mounted troops, and hammer and spade and plow and sickle and nails and axe production for a worker? :) I already have too much to build right now.

I do not totally discard the idea, I just think that it should be simplified. A "fletcher" with synergy with other buildings (like forge) would be nice.
 
Should we have tilt and blade production for melee troops, and saddle and pike production for mounted troops, and hammer and spade and plow and sickle and nails and axe production for a worker? :) I already have too much to build right now.

Good point. I'm against.
 
Too much micro but if you wanted it more accurate call the arrow construction a fletcher, the bow maker is called a bowyer, you can make longbows with Feudalism, and you can make crossbows if there is an armorer/forge in the city

Idea just came up my mind about armorer - maybe make having armorer built as prereq for building heavy pikeman/swordsman/mailed knight? would make sense imho.
 
Idea just came up my mind about armorer - maybe make having armorer built as prereq for building heavy pikeman/swordsman/mailed knight? would make sense imho.

This has been discussed on another thread about all units requiring a building to be built. Luckily that thread is dead:mischief: now. The question is "is the building really necessary for the unit. For example, there are far too many stories of great swordsmen coming from the back country where they inherit their weapons from a hero who retired to the quiet life. Also standardisation or arms and armour in units is not a common occurance in history (Emperor Marius of Rome).
 
This has been discussed on another thread about all units requiring a building to be built. Luckily that thread is dead:mischief: now. The question is "is the building really necessary for the unit. For example, there are far too many stories of great swordsmen coming from the back country where they inherit their weapons from a hero who retired to the quiet life. Also standardisation or arms and armour in units is not a common occurance in history (Emperor Marius of Rome).

Haven't seen this topic, tho ill make my point more clear - HEAVY melee units/mailed knights means they wearing heavy armor, which are made by armorer. I'm not speaking about crusaders/champions or whatever, just those particular end-medieval era units, related to usage of heavy armor. And in no way i was supporting idea of having single building for each unit type.

Well, anyway, that was just a thought.
 
Maybe just heavy swordsmen/mailed knights, since pikemen were never known to be wearing heavy armor (by heavy i mean full plated armor of XIII-XIV centuries, not XI-XII age mix of chainmail and hauberks). And that brought another thought :) - what about renaming heavy pikemen to halberdier?
 
@Talin2009 The attached file contains a folder and XML files to make the heavy swordsmen require the armourer building before they can be built. I have not checked for civ specific building replacements for the armourer but have included changes for the civ specific units.

As you can see it is a trivial bit of XML, thanks to RoM using the WoC standard.

I suggest that you extract it into the Custom_Units folder and then edit the MLF file so that it is included in the game. See tutorial here. You should then have enough knowledge to make your own mod to make units require buildings. :mischief:
 
Ouch, thanks :) i never modded anything :)), and that single thing doesn't weight for mod i believe. I know i posted this in wrong thread, should have posted in ideas etc., well anyhow maybe you or Afforess would put into one of your future versions of mods.

Btw, latest Aaranda's wonders give missing xml something about abu simbei wonder when starting civ (rom 2.9+AND+ROME 3.10+Aaranda religions/wonders/units). Game works fine, no crashes or anything, just there is no abu simbei building in game.
 
Btw, latest Aaranda's wonders give missing xml something about abu simbei wonder when starting civ (rom 2.9+AND+ROME 3.10+Aaranda religions/wonders/units). Game works fine, no crashes or anything, just there is no abu simbei building in game.

I have just tried Arranda's stuff with RoM 2.9 + AND and had no problems now I will put in ROME. Or at least some of it as my computer is almost at its limits when it comes to unit graphics :(
 
Gaius Marius preceded Augustus by over a century. He was never Emperor :)
 
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