HERE COMES VERSION 0.2.2 (still only for Emm).
So I've started to mod based on the discussion here
the resulting modding is based on many of the comments from the people there so thx to Terkhen, Tasunke, Qgqqqq and the other people. (Thanks too to Tholal, Kael and Co and all the other big Modders)
I further added some changes from here and there.
here comes a recollection of the context:
Summary of the changelog for version 0.2
active defense : ie: defending by attacking the invader.
-same attack str as HUNTER
-15%withdrawal and access to flanking 1
-20% hill attack (they are the "anti-camping" unit!!) NEW
Static defense :
-better defense than axe/hunter : 5def str as in base game
-double fortification bonus
-defensive strikes
improved defense, active and passive, in territory
+25% str in border (so +25% when attacking in borders, and +25% when defending a city)
access to Wall-Defender promotion when entering a city with walls or stone walls NEW
balancing:
--25% city attack
Longbow : same as archer
-between no-weapon Champion and RANGER + 6/7 str NEW
-small collateral damages (1 unit)(not much so as not to threaten the catapults, but enough to differentiate even more from melee).
-Drill I-2-3 : NEW (inspired by Magistermodmod (c) )
additional things:
-Golem promotion gives the "use-enemy-roads" effect.
-Gargoyls can paradrop. (2ranges)
-Marksmen lose 1move but gain free mobility I. (might be stupid on a unit required to get lvl 4.. but lo.)
v0.2.2
scorpion clan archer to 4/4 +1poison instead of 4/5 +1 poison
Frostling archer at the expected 4/5 (2/3+2cold) instead of the mistake 5/5 (3/3+2 cold)
Wall_defender SHOULD work as expected.
v0.2.3.. soon to come
removing the free FS of archers.. they get 15%withdrawal and their increased str, so that should be enough.
wall-defender "on unit move" doesn't work yet.
archers have seen their cost increase to 55 (instead of formerly 45 and MnAI60) to compensate their power.
a few more things
Available versions
a version V0.2.3 for extraModMod version 0.31.
--> just extract the .7z archive in the asset folder of extramodmod 0.31.. Don't worry I've modified only 4 files for the moment, and I left the original files so if the modmodmod doesn't please you, just suppress UnitInfos and UnitPromotionInfos and rename the ones which got the "original" added to them.
So I've started to mod based on the discussion here
the resulting modding is based on many of the comments from the people there so thx to Terkhen, Tasunke, Qgqqqq and the other people. (Thanks too to Tholal, Kael and Co and all the other big Modders)
I further added some changes from here and there.
here comes a recollection of the context:
Spoiler What is this mod :
currently, unless you are ljos or amurite, one does not really have an interest to go to archers. unless you're screwed, without copper nor horses, you "might" want to get some archers to get defense while you turtle and hope for higher-grade units, or try for some iron.
now, why are archers bad :
-they are costly
-they need a costly building
-they have so low attack str.
-->-they are hard to level (never attack so few xp)
-->they cannot counter attack/repell invaders/pillagers.
-they are not so much better in defense than warriors which already get 25%CD.
(archers are 5str , 25% city def, warriors are 3str 25%CD, 4+25% with bronze)... and iron warriors beats archers any-time (save on hills).
Further in civ, esp in FFH ranged units are somehow wrong as compared with RL.
Archers in FFH are strong defender, weak attackers.
In RL archers are
-strong ambushers, / hit-and runners, strong first attackers,
-weak defenders (unless behind walls).
-archers are costly to train, but very very powerful if you can afford them, but they won't be the one assaulting walls.
so, what is the target?
-a unit more interesting.
-a unit closer to RL archers
-a unit that can get xp
-a unit that can help secure you empire
-a support unit (ie, strong but cannot take the cities alone)
I'll only speak about archer, LB being a stronger archer.
Spoiler What has roughly changed? :
for version 0.2:Melee got metal weapons.
Recon got 2 moves.
what do ARCHERS get ? -1attack +1defense ? NO
active defense : ie: defending by attacking the invader.
-same attack str as HUNTER
-15%withdrawal and access to flanking 1
-20% hill attack (they are the "anti-camping" unit!!) NEW
Static defense :
-better defense than axe/hunter : 5def str as in base game
-double fortification bonus
-defensive strikes
improved defense, active and passive, in territory
access to Wall-Defender promotion when entering a city with walls or stone walls NEW
balancing:
--25% city attack
Longbow : same as archer
-between no-weapon Champion and RANGER + 6/7 str NEW
-small collateral damages (1 unit)(not much so as not to threaten the catapults, but enough to differentiate even more from melee).
-Drill I-2-3 : NEW (inspired by Magistermodmod (c) )
additional things:
-Golem promotion gives the "use-enemy-roads" effect.
-Gargoyls can paradrop. (2ranges)
-Marksmen lose 1move but gain free mobility I. (might be stupid on a unit required to get lvl 4.. but lo.)
v0.2.2
scorpion clan archer to 4/4 +1poison instead of 4/5 +1 poison
Frostling archer at the expected 4/5 (2/3+2cold) instead of the mistake 5/5 (3/3+2 cold)
Wall_defender SHOULD work as expected.
v0.2.3.. soon to come
wall-defender "on unit move" doesn't work yet.
archers have seen their cost increase to 55 (instead of formerly 45 and MnAI60) to compensate their power.
a few more things
Available versions
a version V0.2.3 for extraModMod version 0.31.
--> just extract the .7z archive in the asset folder of extramodmod 0.31.. Don't worry I've modified only 4 files for the moment, and I left the original files so if the modmodmod doesn't please you, just suppress UnitInfos and UnitPromotionInfos and rename the ones which got the "original" added to them.