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Modpacks » Improvement Mod *old post, check the new one*
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Improvement Mod *old post, check the new one*
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Author |
File Description |
MandosRex (id: mandosrex) |
Posted on 05/08/11 @ 09:58 AM (updated 10/08/11)
File Details |
Game Version: |
AoE3+TWC+TAD |
Screenshot:
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New version of the 'Improvement Mod' is found here: http://aoe3.heavengames.com/downloads/showfile.php?fileid=3222 |
Pages: « First « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 [21] 22 23 24 25 26 27 28 29 30 31 32 33 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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kinkow |
Posted on 07/13/11 @ 07:48 PM
ME GOD DAMN IT!!! |
Sanpedrocactus |
Posted on 07/13/11 @ 08:23 PM
ME GOD DAMN IT!!!
But... size is realative in this game, look at how many cannons and troops you can put in a small ship. lol.
...not more winged hussars, I want the "special" hussars...(please don't kick me.)lol. |
Sanpedrocactus |
Posted on 07/13/11 @ 11:59 PM
...are they special yet? |
Don_Omar_Futurez |
Posted on 07/14/11 @ 01:47 AM
umm sanpedrocactus and mandos, in regards with the polish winged hussars, i must have my say cuz i am half-polish... they were never ever part of any german division and never had anything to do with germany, especially in the aoe3 era. Another polish cavalry unit that actually makes the core of the german military is in fact the uhlan, however when poland went through its partitions, many other european nations adopted the uhlans including germans and prussians.
But i must stress that the game developers did 'not know better' about the winged hussars. they are pretty much predecessors of the normal hussars in the game. they dont really have their place in the era aoe3 is based on, if u remember in aoe2 expansion, the model of the hussar was a winged one and that's were it belonged, the medieval era.
now i dont want to break ur heart sanpedrocactus, but if u guys reallly want winged hussars, maybe use the NE model of the italian condretti cavalry, its quite well armored and probably will fit the job, but i really don't insist. |
Don_Omar_Futurez |
Posted on 07/14/11 @ 01:58 AM
and: ME! but maybe not GOD DAMNIT :))
if people want a land transport unit, then give it to them, however i don't think one is really necessary considering u would have to find a model for the asian civs as well, you would also have to consider its speed to make it worthwhile to carry infantry (and i mean only infantry, cavalry and artillery just wouldn't be right), without disadvantaging the ai or any other native civs balance. [Edited on 07/14/11 @ 02:01 AM]
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Sanpedrocactus |
Posted on 07/14/11 @ 02:34 AM
lol...Don Omar...you are the voice of reason.
And I'm the insanity... that still wants the winged hussars. lololol. Seriously, I can't get them out of my d@## head... nobody has to help me with them. I can mess them up on my own... somehow.lol. (should really cut back on the lols)
I know Mandos won't add anymore Civs, but are there any cool historical Mercs that Poland had to offer during this time Don Omar??
Would you be willing to add any more Mercs Mandos. If we can think of any "original" but "easily creatable" ones? It'd be a way to add some other countries without making entire civs...
or... maybe you're just getting sick of me and this mod. lol (damn it) |
MandosRex (id: mandosrex)
File Author |
Posted on 07/14/11 @ 07:40 AM
ok, no more hussars and transport units.
and i know the makers of the game didn't knew better... i just use it as an excuse... everybody uses excuses so why not me...:D
and Sanpedrocactus, let me tell you a little secret...
mercenaries... are... USELESS!!!
they cost too damn much, occupy to damn much population, and i don't think they give back too damn enough...
so why in the name of God would i add more mercs... and from where to take the models...
ok, actually i already added 2 new mercs a long time ago, the boneguard rifleman and swordsman...
tell you what, find out why natives can't have mercenaries, and i swear i will add some more mercs!
aLEN, no matter what anyone does, mercs will always be a bad idea from my point of view... and i also made outlaws occupy 1 less pop.
you say there is no way for a single unit to take 7 pop? where there is also no way for a single merc unit to have 1000 hp and 120 attack..!
but... you might be right... hm... i should also make all mercs take 1 less pop, and make them a little bit more expensive.
no, wait, i totally agree with you. in fact there was a time at the beginning of the mod when i wanted the same thing, make units take normal pop like in reality. but population is just another thing to control chaos...
imagine the dutch... they have the best coin production in the game, for them mercenary prices are nothing, so we need another way to limit their mercs production.
yes, train limits are a good solution... but... i don't know... you need to balance those train limits for every unit because some mercs are better in some ways than others.
so, for like the elmeti, lets say 5 train limit, and for the swiss pikeman, 7... and so on...
to much work and to much probability for unbalance...[Edited on 07/14/11 @ 03:41 PM]
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aLEN |
Posted on 07/14/11 @ 08:49 AM
Transport - me NOT god damn it !! I already try it and guess what - no one use it . I have made a Stagecoach as a transport but none of my friends who play with me never use it.....so i dump it .
Mercenaries - they are useless now but how about some "reality" ??
SaloonOutlawPistol-PopulationCount 4
SaloonOutlawRider-PopulationCount 6
SaloonOutlawRifleman-PopulationCount 5 etc etc...
I change those numbers long time ago - no way a single unit take 5 or 7 pop in "my" game - of course , i did change cost as a "countermeasure"
EDIT ; hitpoints and attack is made how Ensemble Studios wanted to be but it doesn't matter at all if you got a right counter-unit at right place and in right time . A right counter-unit easily handle 1200 hp of a MercMameluke or those Indians elephants units . Personally.....I hate that pop "thing" , if you look at one person it should be one person - not 4 or 6 or whatever . It should be controlled by cost , allowed age , build limit or anything else....population is just stupid .
sry for "angry" post....i am kinda in bad mood
[Edited on 07/14/11 @ 02:56 PM]
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kinkow |
Posted on 07/14/11 @ 05:30 PM
Please dont make that thing with the Dutch.They're my favorite civlization |
aLEN |
Posted on 07/14/11 @ 05:55 PM
yes but if you look like that a 5 banks for Dutch is "unbalance" right at the start , isn't it ? As far as i know the only downside of 5 banks is just a bit slower units...
Effect type Data amount 2.00 subtype BuildLimit relativity Absolute Target type ProtoUnit Bank Target Effect
Effect type Data amount 0.90 subtype MaximumVelocity relativity BasePercent Target type ProtoUnit Military Target Effect
a Dutch ChurchCoffeeTrade tech is probably....no wait...IT IS a biggest "unbalance" in whole game and i know exactly what to do with it....
EDIT : Done !! No more unbalance :D[Edited on 07/14/11 @ 06:01 PM]
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HGDL v0.8.2 |
Rating |
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5.0 | Breakdown |
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Playability | 5.0 | Creativity | 5.0 | Art and Sound | 5.0 | Installation/Instructions | 5.0 | Story/Description | 5.0 |
Statistics |
Downloads: | 5,506 |
Favorites: [] | 15 |
Size: | 236.00 Bytes |
Added: | 05/08/11 |
Updated: | 10/08/11 |
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