Posted on 07/14/06 @ 10:30 AM (updated 11/26/06
Obliteration III- a genied2 edited version by...:
||The Conquerors 1.0c
-Naval units updated
-Extra resource gathering speed
-Balance issues (involving gunpowder units) solved
Collect resources faster
Build an empire faster
Raise an army faster
I've made spectacular breakthroughs with this version. I just don't have the perfect word to describe the experience. Just try and see it for yourself.
Special thanks to scenario_t_c for his genied2 version.
Because you may have to override a core file, you may want to make a backup.
Go to the "Data" file in your AOC directory. Copy empires2_x1_p1.dat file and
paste it somewhere safe. That way, when my version (unfortunately) screws your
game up, you can fix it by recalling the backup file.
So to install, unzip the downloaded file, and drag the empires2_x1_p1.dat file
to the "Data" file in your AOC folder. When Windows asks whether you want to
override files or not, click yes.
List of changes--
Championline: more armor, more hit points for the last three members of the lineage,
more attack, faster moving. More bonus attack
Halbline: less bonus on elephants, more hit points, attacks faster, little more range,
much cheaper albeit costs 10 gold, more attack on cavalry, more armor
Eagles: Cheaper in terms of gold but more expensive in terms of food (50f 25g). More attack,
more hit points, more bonus.
Arbalestline: More armor, slower moving, more attack, slower reload, more bonus. faster creation time.
Skirmline: "Elite"ified: deleterous attack, menacing range, enhanced agility, less hit points,
much more expensive (45f 100g - but it is very cheap compared to its abilities!) bonus versis units,
basically a sharpshooting guerilla unit. slower creation time.
cavalry archer: More armor, more range, faster reload, more hit points, moves faster, costs gold and food
(80f 60g), bonus versis several units
Hand Cannoneer: more hit points, more armor, very cheap (25f 15g), bullets emit smoke and blows up when hit,
faster creation time
Hussar line: More armor, more hit points, very fast movement, deadly versus siege, more attack, cheaper (90f 20g
well, all units cost gold now so 20g shouldn't be something to whine about)
Knight line: gargantuan hit point, deadly attack, very fast, expensive (100f 150g) and takes longer to be created-
but worths every bit of that money
Camel line: Much less hit points, cheaper(65f 15g), more attack, faster creation time. Ideal for beefing up your
rams: more hit points, more expensive, takes longer to build
scorpion line: more hit points, more expensive, more powerful (bolt kills virtually any unit in one shot!)...try
them out yourself and see it for yourself
Onager line: More hit points (siege onager has 660hp), more devastating blast-effect (explodes!),
more damage on buildings.
Bombard Cannons: The most expensive unit in game, takes the longest time to build, and is easily killed (one arrow
from an ordinary archer unit is usually enough). However, it almost always guarantees a one-shot-one-kill over
a range of 16.
UniQue units: Too many, too diverse to mention them all. Basically everyone of them has a bonus attributed according
to its civilization's characteristics or specialities. For example, tarkans now have a such tremendous bonus versus
against buildings that they can simply sneak inside a city, wipe out a castle, obliterate a town center, and run away
before the enemy can fully launch a countermeasure. Longbowmen now fires volleys - lovely volleys indeed. Axemen now
are strong and cheap enough to be the driving force of Franks, Huskarls are really glorified champions, war wagons are
moving turrets, elephants are 990hp monsters, and so on. Try them out - I just can't emphasize how much effort I put
into these creatures, and believe that trying them out is the best way to explain them.
Trebuchets: 24 range albeit small LOS - they can shoot further than their sight, if they can see them. This makes it
possible for trebs to fire way behind combat zone, but exposes them to possible rear assaults. Longer to build. Cheapest
siege unit except for petard.
Petard:100f 200g. 8 seconds to build. Strong enough to destroy a ram upon suicide blow. Ideal defense for castles against
massive enemy waves or rams. very small hit point so even a small lesion can blow these units apart.
I won't say anything because frankly speaking I jsut modified the galleon, cannon galleon, and transport ship.
Keep: fires faster. More damage. Shots blow.
Bombard Cannon. Rips Rams apart. Very strong attack. Fast cannon balls. BEware.
Castle: arrows explode.
Villager: works faster in all criteria. You might be surprised to see the way how it gathers bushes faster than how
it consumes a sheep. Or the capacity of wood it carries. Or the time it takes to devour an entire pile of gold.
|Author||Comments & Reviews ( All | Comments Only | Reviews Only )|
I've tryed both of them, but I found the first one better.
Why is that so? I find the first version a bit less balanced.
You do need a valid e-mail address at HG. I received a message that, quote, "This account has been disabled or discontinued [#102]."
You submitted your file disregarding the update form.
Please avoid uploading duplicate files; you can update your submission clicking the 'Update' button above your description.
I removed file ID 7298 Age Of Conquerors: Obliteration 1.4
Basically, this utility is like a total conversion mod, it changes almost every aspect of all units. Not all players like gameplay being altered that heavily, but hey, it's still worth the effort the creator put into it.
Now, I'm not that big a fan of Starcraft (what is basically what the mod is like) since I simply can/t live with units dieing in one or two hits from everything, but there's a big Starcraft community in this world, so I'm sure there are quite a lot of people who would be glad to play Obliteration.
So after all, it's a good mod, keep up the good work Remato!
Well, a game needs its unbalances to make it fun. Imagine a game where Englishmen cannot train any better archers than the other civs, and where all Unique Units are about equally strong. It would be the Triple B (Boring Beyond Belief), so basically it's ok that some civs get bombard cannons and others dont.
But, as other players might state as well, it would be very possible to use Genied2 to make the other civs about equally strong - not necessarily because they get cannons with BlackWatch's Revival Trick, but because (example) they can get stronger onagers, scorpios or something like that. So my suggestion would be:
- Gunpowder Civs like Turks get extra strong cannons
- Civs w/ cannons whose main focus is something else, like French, get the cannons that are already there in Obliteration
- Civs w/o cannons get +range for scorpios, +damage for onagers, or +speed for rams.
Of course, you might just as well give each civ specific bonuses. In my mod, Teutonic infantry all have a lot of melee armor while Aztec infantry is really fast, French infantry gets revived as Tarkans and Mongolian infantry gets revived as Poison Gas Trap. Also, Mongolian infantry gets lots of extra armor while Gothic infantry does a lot more damage etc. So there are lots of possibilities to make units unique.
You might as well choose a system like the following to work in some unique blends into every civ: (this is only an example how it could be done)
- Aztecs: Fast infantry, big range/damage boost to all shooting units, can get Gunpowder units by BlackWatch's trick.
- Englishmen: Big range/damage boost to shooting units, some units are invisible (use the MRHCN Bullet Graphics so they can still be selected!), improvements for monks and siege weapons as well. Can get invisible towers.
- Byzantine: Everything gets more HP, ranging from +50% to +250%. More armor for some units, but some of them are slower.
- Celts: Really fast infantry, big boosts to siege units (especially trebuchets) while ranged units get downgraded.
- Chinese: small boosts to ranged units, big boosts to monks and scorpios, ...
- French: More armor for many units, ranged units shoot scorpio bolts which can pierce the opponent, "tank traps" which can stop enemy cavalry, ...
- Goths: "Flying" Units (set size to 0.000), big damage boost to infantry, pierce armor for infantry, ...
- Huns: Big armor boost for all cavalry-type units including horse archers, many units get bonuses versus cavalry, scorpios/mangonels shoot 4x faster
- Japanese: Faster attack for all infantrymen, +4 melee armor for archers, +1 armor for all cavalry-type units, ...
- Koreans: +30% HP for all ships, they can all go over land as well and get lots of armor, more range for towers, ...
- Mayan: more HP for ranged units, can get "Bots" (infantry who has 1000 melee/pierce armor each but is vulnerable to jaguar warriors and the like), ...
- Mongols: ranged units become "glass cannons" (-2 armor class) which, in turn, get more damage/range; big armor boost for infantrymen and siege units
- Persians: -2 range/damage for all ranged units, big boost to Long Swordsmen, can get "Spectre Gunships" (they shoot gatling cannons and howitzers), bullets (MRHCN missile) spread out across many units including archers
- Saracens: dead units explode, can get Demo Traps, diverse upgrades for all units
- Spaniards: all archer-type units (including keeps :-) ) fire 4x faster, more armor for knight/cavalier/paladin
- Germans: arrows fly 2x faster (laser beams), 2x damage for top-of-the-line units like Paladin, lots of upgrades for base defenses
- Turks: +3 range and +17 damage for all gunpowder units, -3 damage for melee units, lots of boosts to cavaliers and cannons
- Vikings: boosts to infantry and archers, downgrades for cavalry and monks
So basically this would cause the differences between civs to be greater, and while a civ that does not get Bombard Cannons (ex: Vikings) might stand no chance with their own siege units, they might use their boosted champions/arbalests to fight them.
This is a mod worth being played, although I personally don't like units dieing too fast that much. There are no "über" civs, nor are there "punching bag" civs, so it's still possible to just start a random map game with all civs being set to random. For me, this seems really important to any type of RTS game. Remato, you did a good job, hope you continue the nice work and let us enjoy the future versions!
Free Scarler, I made an update fixing some issues mentioned above. I can understand most of your points.
But I don't see why people would enjoy building a city for more than ten minutes if they can build it in about three minutes in Obliteration.
In my version it takes only 5 villagers to sustain a food supply well over 1000; 3 to sustain a gold supply well over 1000; 4 to sustain a wood supply over 1000. The rest of the population cap may be devoted to building an army.
In my version, unit stats are ascribed according to their specialities. Cavalry units move much faster than before. Infantry units consist the bread and butter in any army. Hand Canoneers fire more realistically. Naval Battles are much more exciting, and naval domination has a bigger meaning.
In my version, each civilization DOES have its uniqueness that you claim otherwise. Aztecs now effectively infantry-flood, much like goths. Mongols and Huns rely extensively on cavalry archers. Longbowmen devastate an entire legion with its volleys.
It is erroneous to assume that my version of AOC equals to starcraft, and therefore unsuitable for gameplay. You should learn to review with a more objective eye .
It's not that I don't think people can't enjoy building a city really fast. It's just not my own style of playing since doing lots of different things in a very short amount of time is very difficult to manage, especially if I have to micro two armies and check my economy at the same time. This is a main reason why I'll never become a good starcraft player. What I meant with "your version is similar (not equal) to starcraft" was that your units die really quick and do loads of damage, so basically you have to micro EVERYTHING since most of the units die to a singular archer arrow or hand canoneer bullet. The comparison is, in Starcraft your units will also die really quick if you don't micro them well. On the other hand, in unmodded AOKTC, some units last quite long, example: Rams can be fired at for several minutes, teutonic knights survive long against any melee unit, ...
Also, I never said your mod was "generally bad" or "unsuitable for gameplay", in fact, there are many good aspects and it's worth being played, it's just so that for me (and my friends who play with/against me) it's so much easier to have 10-20 minutes before the enemy is ready to rush, than 3 minutes (which is the case in your mod). One incorrectly placed building or one unassigned villager means death in Obliteration since the enemy instantly gets a massive lead if he doesn't make such a mistake. In Obliteration, this is even true for random maps. But then I've never been a fan of build-orders anyway, so basically if you want a fast and furious pace, Obliteration is a very good game.
Maybe my mod is the other extreme: Villagers collect resources slower, units have more HP, some have loads of armor... Yesterday, I was playing my dad in my own mod, it took me 10 minutes to defeat 10 paladins of his simply because they had so much armor (14 melee, 15 missile and 70 cavalry armor) and my units didn't have enough attack so they always did 1 damage (towers: 6+2 attack, pikemen: 6+2 base attack and ~50 cavalry attack bonus, arbalests: 6+3 attack). There are several other units with big armor values in my mod, for example Mongols get infantry with 13 armor and are therefore resistant to almost anything since there are few units with damage > 20 in my mod.
BTW, if you're interested... my dad won the game. He simply kept sending paladins and by the time I had finished the first 10 ones, the next 20 ones already appeared. Obviously, my 200 pikeman were more expensive than his 30 paladins and so my economy eventually couldn't keep up anymore.
One Problem is farms run out really quickly.
Overall it is really cool everyone should get it.
[Edited on 01/18/07 @ 01:32 PM]
Is this mod still alive? I hope it is! Maybe I find a way to copy my AOKTC folder so I can have both Obliteration and my own mod installed at the same time, and play whatever mod I like to play whenever I want! :)
*edit* Yeah, it works! Now I have cloned it a few times so I now have Obliteration, unmodded AOC and my own mod all installed at the same time and they all work. However, there are a few things that I thought weird about Obliteration - they aren't necessarily bugs, but they have come to my attention:
- Knights/Hussars don't seem to be much faster than originally.
- Some unit costs in the readme are not correct.
- Scorpios are really slow, maybe too slow for such a fast paced game?
- Bombard cannons do no damage every other time!
- Cannon Galleon cannonballs are so fast that the collision detecting routine seems to fail fairly often, meaning once again that a target doesn't take damage although it has been hit!
- Tarkans only get very low bonuses against archery ranges and certain other buildings???
- Farms and Fish Traps run out way too fast, or is that by design?
- Spearmen don't cost gold but when upgrading them to pikemen they do!
- The AI surrenders even if it has 2500 food and several TCs left!
- Galley ships are astronomically expensive but when upgrading them to war galleys they aren't anymore, what's the point of that???
[Edited on 06/25/08 @ 02:20 AM]