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Thanks
I do have to say though, the concept of this mod makes absolute sense and for most part is great.
I'm not too sure if it's this mod or a tech tree mod, or a possible combination or completely something else, but just today my build queues have been deleting if I select something then cancel out of it, then go look at something else and then comeback to check it. The thing with this is that it deletes it from my list as well, so it hasn't been built and it no longer shows as an option to be built (really strange).
I also lost all of my catapults that were currently building and in my building queues when the Ballistic Tech (trebuchet enable tech) researched. It also deleted them from the build list completely and didn't update the list to include trebuchet, so I no longer had the ability to build any type of a ranged ballistic weapon.
Anyone had the same problems or similar?
Anyway I hate the fact that city ranged damage in this game is somehow related with your strongest ranged unit, defenses mostly only affect city defence not city attack. Anyway given that my average city that dont even have walls is able to shoot and instantly kill enemy crossbowman in medievel era or My chariot / numidian cavalry gers killed instantly too on the opposite side of the border tells me that something is wrong. If It's not a "feature" of latest patch than it must be this mod.
Thanks a lot for testing and giving some Feedback ,
yes i realized it to that the 1+ range and a double Attack is way to much for all ranged Units and it dosent makes realy sense, Tonight i will fine tune the Mod a little bit and do some Code cleanup.
I want to add the ability to certain units and not just to a complete class like ranged Units for example.
still a lot of work.
Again thank you and if you have any ideas then just leave a comment
just give bonus to the recon units, that'd be great
units already have +1 sight from hills in vanilla iirc
+1 range for recon units on hills seems good for me; the rest is OP
I liked the idea of light and heavy cavalry unable to attack marshes and having -5 in forest , but unfortunatelly it doesn't work; I tried to fix it with my very low modding skills, but didn't success yet :(
(one of the error is in the last lines, where you INSERT TypeTag (unit, ability) instead of (ability, unit) and there is some mess with the CLASS_CAVALRY_UNITS_CANT_ATTACK_MARSH I think
Good luck on that :p I hope you'll get it working properly :)
+1 range to ranged units and cities is too powerful in my opinion. However, I think +1 range to recon units would be very appropriate. It might even be cool to give siege units +1 range on hills, but they would be very strong too.
Capitals starting with ancient walls, minimum city starting distance, and minimum city distance seem like they don't have anything to do with the rest of the mod. It might be best to remove those to prevent compatibility issues, and if you want, release them as a separate mod.
Is it intentional that only melee units, not anti-cavalry or cavalry units, get additional sight on hills? That seems kind of arbitrary to me.
Keep up the good work!