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Author |
File Description |
qaz123tfg |
Posted on 06/02/05 @ 05:27 PM
File Details |
Version: |
The Conquerors 1.0c |
Aoktc 1.0C Stats Mod v.1.0 'phoenix mod'
The following type stats are changed for for some units in THIS mod:
*basic unit/building cost aka CO (cost) 1 and 2 and 3, as appropriate
*construction time aka BT (build time)
*reload rate aka FR (firing rate)
*movement speed aka MR (movement rate)
*line of sight aka LOS
*attack range aka RA (range) 1 and 2, if applicable
*hit points aka HP
*garrison capacity aka GA
Note: The changes made, plus or minus (increase or decrease) are with reference to the stats as shown in the “aoktc unit tables” put-up at MFO. This mod can only be played in the game as .1c patched.
All Civs
=> Camel: -5G CO, -0.04 FR, +0.02 MR, +10 HP
=> Heavy Camel: -5G CO, -0.04 FR, +0.02 MR, +15 HP
=> Fish Trap: +175 HP, -50W CO, -40 BT
=> Fireship: +0.11 MR, +1 LOS
=> Fast Fireship: +0.06 MR, +1 LOS, +1 RA
=> House: -15W CO, -0:05 BT
=> Pikeman: +0.10 MR
=> Halberdier: +0.10 MR
=> Outpost: -5 W, -6S CO
=> Guard Tower: +50W, -25S CO, -0:20 BT, +1 LOS
=> Keep: +50 W, -25S CO, -0:20 BT, +2 LOS
*Camel gets a bit of a boost in capability and lower cost to increase utility.
*Fish Trap gets some help in survivability, cost, and rebuild time to make a bit more competitive as an alternative to farms (though it really only can approach the efficiency of the Ja).
*House gets a reduction in cost and build time to make a bit more competitive with Hu.
*Pikeman & Halberdier get an increase in speed so that they may more adequately counter knight rush.
*Outpost gets a reduction in cost commensurate with its use.
*Guard & Keep towers get reduced cost, build tme & increased LOS to boost thier utility in Castle & Imp (but not Watch Tower in feudal).
*Fireship bonus will provide them with a little more effectiveness though it is not anticipated that they will yet be able to defeat massed war galleys-galleons).
Aztecs
(no changes to Jaguar Warrior/Elite Jaguar Warrior)
=> Eagle Warrior: +20F, -20G CO, +0.1 MR, +5 HP
=> Elite Eagle Warrior: +20F, -20G CO, +0.2 MR
=> Transport Ship: +0.05 MR, +1 LOS, +50 HP, +5 GA
*Eagle warriors get a redistribution of cost and increase in speed to make them more competitive with cavalry.
*Transport ship is buffed-up quite a bit as Az otherwise has a terrible navy... but can transport great infantry and monk.
Britons
(no changes to Longbowman/Elite Longbowman)
=> Town Center: -25S CO
*Town Center stone cost reduced to give a bit more of the 'old edge' back to Brits.
Byzantines
(no changes to Cataphract/Elite Cataphract)
=> Dock: -0:10 BT
=> House: -0:10 BT
=> Lumber Camp: -0:10 BT
=> Mill: -0:10 BT
=> Mining Camp: -0:10 BT
=> Blacksmith: -0:10 BT
=> Market: -0:10 BT
*Construction time all 'standard' econ related buildings reduced to yield a slightly faster 'start' through dark and feudal ages.
Celts
=> Woad Raider: +5 HP
=> Elite Woad Raider: +10 HP
*A slight increase in HP will increase woadies survivability against arrow attack.
Chinese
=> Elite Chu Ko Nu: -0.27 FR, +1 LOS, +1 RA
=> Villager: +2 LOS
*Longer LOS for villager will enable Ch to find thier sheep more quickly as they are at a distinct disadvantage early in the game.
*Improvement in stats for elite chuker seen as necessary!
Franks
=> Throwing Axeman: +5 HP
=> Elite Throwing Axeman: +10 HP
*A slight improvement in HP will increase TA survivability, though it doesn't really add to its pierce armour.
Goths
(no changes to Huskarl/Elite Huskarl)
=> Villager: +3 HP
*A slight increase in hitpoints improves gothic villager survivability in a low-defense wide-open environment.
Huns
=> Tarkan: -10 G, -0:02 BT, -0:09 FR
=> Elite Tarkan: -10G, -0:02 BT, -0:09 FR
*The 'decrease' in the stats shown is warranted to improve effectiveness, and as a cost-benefit incentive to get Tarkans used more often in the game.
Japanese
=> Samurai: -0:02 BT, -0.09 FR, +5 HP
=> Elite Samurai: -0:04 BT, -0.09 FR, +5 HP
=> Trebuchet (packed): -0:05 BT, + 0.2 MR, +1 LOS, +50 HP
=> Trebuchet (unpacked): +2 LOS, +50 HP
*The Samurai is definitely seen as needing a boost in efficency despite his bonus against other UUs.
*The fast treb is the uber-semi-2nd UU for Ja.
Koreans
(no changes to War Wagon/Elite War Wagon)
(no changes to Turtle Ship/Elite Turtle ship)
=> Villager: +0.05 MR, -2 LOS (taking away the current bonus)
*Faster villagers will enable Ko to have a bit faster start and is preferable to the +2 LOS they currently have (which is removed).
Mayans
(no changes to Plumbed Archer/Elite Plumbed Archer)
=> Eagle Warrior: +20F, -20G CO, +0.1 MR, +5 HP
=> Elite Eagle Warrior: +20F, -20G CO, +0.2 MR
*Eagle warriors decrease in cost and increase in speed to make them more competitive with cavalry (and they are cavalry if the Rome_at_War modpack is installed).
Mongols
=> Mangudai: +1 LOS, +5 HP, +1 RA
=> Elite Mangudai: +1 LOS, +10 HP, +1 RA
*Increased stats make the Mangudai more than just a more expensive cavalry archer, which it ought to be... in most cases.
Persians
(no changes made to war elephant/elite war elephant)
=> Cavalry Archer: +0.02 MR, +5 HP
=> Heavy Cavalry Archer: +0.02 MR, +10 HP
=> Scout Cavalry: +0.03 MR
=> Light Cavalry: +0.07 MR, +5 HP
=> Hussar: +0.10 MR, +10 HP
*Enhancement of cavalry line stats shown, except for the knight line and eles, reinforce the fact that this civ is a primarily cav civ and gives it more flexibility in that regard as Pe is relatively weak in thier other lines except for some good ships.
Saracens
(no changes to Mameluke/Elite Mameluke)
=> Trade Cart: +70 HP
=> Trade Cog: +80 HP
*Boosting survivability of trade vehicles reinforces saracens as being the good market civ.
Spanish
=> Conquistador: -10 G
=> Elite Conquistador: -10 G
=> Missionary: +0.2 MR, +2 LOS, +5 HP, +2 RA
=> Cannon Galleon: +0.2 MR
=> Elite Cannon Galleon: +0.35 MR
*Improvements are made to stats because Conquistadors have been overpriced and Missionary too weak to justify thier cost.
*CGs given a speed boost for shoot'n'scoot survivability, though they still won't outrun fire ships.
Teutons
=> Teutonic Knight: + 0.1 MR
=> Elite Teutonic Knight: + 0.1 MR
*Adding a minor speed boost to TKs will increase thier effectiveness somewhat while not making them overpowering.
Turks
(no changes to Janissary/Elite Janissary)
=> Bombard Tower: +780 HP
=> Spearman: -10 F, -5 W, -0:07 BT, -0.2 FR, +5 HP, +0.10 MR
=> Skirmisher: -5 F, -10 W, -0:07 BT, -0.2 FR, +0.04 MR
*Added HP gives the BT the same amount as a fortified wall--experimentally to see how will hold up against ram attack countering a classic 'BT Push'.
*As there are no 'trash unit' upgrades for Tu spears and skirms, these changes give to them just a bit more counter-ability.
Vikings
(no changes to Longboat/Elite Longboat)
=> Berserk: -0:01 BT, -0:05 FR, +0.05 MR
=> Elite Berserk: -0:02 BT, -0:05 FR, +0.05 MR
*Improved stats for the Berserk further enable its cost-effectiveness and survivability for self-healing as well as giving it a bit of enhanced attack.
===================================
The core design group and clan representatives for this multi-clan developed mod are:
* Pxc-TheRealDeal (Ken) (group moderator)
* Pxc-007 (as himself the spook) (mod creator)
* Tonto_Icey_Tripod (Alex)
* Tonto_Sanjab aka Ornlu (Sanji)
* Myll_4_Ever aka Myll_Slaghter (Sven) (download host for alpha test)
* TOAO_Darkmaster (don't know his first name)
Thanks to everyone who helped out on this project! :)
NOTE: You must have the c patch installed, before you use this mod.
Have fun, and enjoy! :)
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Pages: « First « 1 [2] | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Free Scarler |
Posted on 09/02/05 @ 11:46 AM
Note for download managers (Berserker Jerker and Aro): This is not a mod pack made with MPS, it's an empires2_x1_p1.dat file. It should be moved to the "Utilities" section. |
Tanneur99
Official Reviewer |
Posted on 09/02/05 @ 04:27 PM
Thanks Free Scarler.
We consider altered .DAT files as game modifications. Moved back to Mod Packs.
Blacksmith Administrator
[Edited on 11/24/07 @ 12:14 AM]
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PxcTheRealDeal |
Posted on 09/10/05 @ 11:58 PM
For those of you who might be interested in how it was that the [b]Aoktc 1.0C Stats Mod v.1.0 'phoenix mod'[/b] came about, it was created by members from four clans that play AOK/TC online as Multiplayers or offline Singleplayer. This was done not long afer [b]Ykkrosh[/b] released the [b]GeniEd2[/b] that would permit the changing of units stats, or many of them... at any rate.
When the GeniEd2 'came out' there was, of course, a great deal of excitement about it on boards everywhere... and everywhere it seemed that individuals were proposing changes to the stats in the game that were often radical or even bizarre. Nothing really wrong with any of that, but who are you going to get to play with you if you 'bend' the game so far out of shape that it becomes totally unbalanced? No one.
So, the concern of people who were still playing the game from Phoneix Clan, Myll Clan, TOAO Clan and Tonto Clan was to look at the entire game and through discusions on various forums, then bring those together in a 'central place', was to arrive at a consensus of stats modifications that would be 'reasonable'. It addressed in some detail the concerns of many players amongst the clans. This then was the 'stats mod' that [b]Spook[/b] put together, which was originally hosted by [b]Myll Clan[/b] and had been synthesized out of the main discussion threads at [b]Phoenix Clan[/b].
Subsequently, quite a few AoKers played it and enjoyed doing so. For the most part it was well accepted by those who knew of it or had participated in creating it. However, I don't think that it got all that much play in the general community simply because, remember, that each player playing MP must have the stats mod installed on their own comp. Then too, it does present some interesting differences for strategizing than most people are used to. |
Free Scarler |
Posted on 01/31/06 @ 04:13 AM
There's a major bug: if building a watch tower and then upgrading it to a guard tower while the watch tower is built, it will lose HP because the watch tower's creation speed has not been increased. Also, the guard towers and keeps aren't cheaper than watch towers. Decreasing one cost by 25 and increasing the other one by 50 means it has become more expensive. So you would create as many watch towers as possible and only upgrade if you really need better towers. |
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HGDL v0.8.2 |
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Downloads: | 951 |
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Size: | 964.75 KB |
Added: | 06/02/05 |
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