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Age of Kings Heaven » Forums » Mod Design and Discussion » Age of Kings: Realms
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Topic Subject:Age of Kings: Realms
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Vardamir
Huskarl
posted 04-29-15 12:12 PM CT (US)         


Available on the Blacksmith
Moddb Page
Voobly Version

Join the Discord

Information spreadsheet

Full Credits


Age of Kings: Realms is a project to consider more of the medieval world. Built on Forgotten Empires, it brings the total number of civilizations to 42:


Armenians- From Yerevan to Cilicia, defend your lands from a multitude of foes.

Balts- Form a mighty commonwealth to subdue the encroaching crusader.

Bamars- Command the rise of Pagan, Ava, Hanthawaddy, or Taungoo.

Bohemians- Forge an invincible army powered by innovative tactics and the fervor of your people.

Bulgars- Carve out a domain under the hooves of your armored cavalry.

Burgundians- Raise a varied army from Europe's finest mercenaries.

Chimus- Challenge the Inca for supremacy of the Andes.

Dutch- Protect your economic interests with powerful militia armies.

Helvetians- Revive the discipline of the phalanx in battles once ruled by mounted knights.

Jurchens- Contend with the Han, Khitai, and Mongols for a Golden Dynasty.

Khmers- Dominate Southeast Asia with vast armies, cultural strength, and mastery of war elephants.

Malays- Establish a grand thalassocratic state across the islands of the Southeast.

Mandinkas- Build an empire upon gold and salt.

Moors- Strive with foes all across the Mediterranean.

Muisca- Lead the armies of the Zipa or the Zaque to victory.

Tamils- Control the land and the sea in the struggle for South India.

Tufans- Descend from the Himalayas to forge an enduring empire.

Turcomans- Rule Khanates from Anatolia to Manchuria.

Viets- Drive out would-be conquerors with relentless guerrilla tactics and subterfuge.


In addition to the new teams, several other features are included:

Randomized variation of cliffs, wolves, birds and more in every random map

New architecture for many civilizations.

Custom random maps with capturable locations, respawning wildlife, and more!

Balance updates taking direction from the latest DLC changes.

Wonders are a bit more useful. Building a wonder will increase your population limit by 50 (65 for the Goths) and increase the amount of relic income slightly. Additional wonders increase your population by 25 and also offer more relic income. Be careful, though! Losing a wonder will nullify its bonus.

Many new editor objects and trigger effects are added.

Comes with an installer for simple setup.

[This message has been edited by Vardamir (edited 10-28-2018 @ 02:19 PM).]

AuthorReplies:
CarolKarine
Squire
posted 06-22-17 12:54 PM CT (US)     526 / 619       
thanks!

Proud owner of Splash Splash XLIV: Leave it there for someone to find, Which is on record for being the fastest thread to reach 2500 posts - which was completed in 28 hours and 17 minutes, from start to finish!
Yeah, the republican party is pretty much one big schizophrenic ball of contradictions nowadays. - Ax_man1
double post for milestone, then relentlessly bash on the community for the hell of it... stay classy thymole. - Lurker
adamproxdude33
Squire
posted 08-14-17 11:48 AM CT (US)     527 / 619       
i can't wait for the next update
adamproxdude33
Squire
posted 09-04-17 12:50 PM CT (US)     528 / 619       
hey is there any news on this mod?
Vardamir
Huskarl
posted 09-04-17 01:37 PM CT (US)     529 / 619       
I've got a system worked out for changing the appearance of cliffs

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
adamproxdude33
Squire
posted 09-04-17 02:07 PM CT (US)     530 / 619       
nice im guessing if its a snow map it chooses a snow one and same one for a forest mossy one
Mahazona
Squire
posted 09-04-17 07:46 PM CT (US)     531 / 619       
That's pretty cool.
chiruscan
Squire
posted 09-04-17 08:27 PM CT (US)     532 / 619       
Never saw the cliffs in the top right. They look Pretty good.
Vardamir
Huskarl
posted 09-04-17 08:50 PM CT (US)     533 / 619       
They're from Galactic Battlegrounds.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
Sebastien
Dark Samurai
posted 09-05-17 02:40 AM CT (US)     534 / 619       
I've got a system worked out for changing the appearance of cliffs
How in the f***?
MrMew
Huskarl
posted 09-05-17 02:58 AM CT (US)     535 / 619       
Is it just me or are all the trigger effect and condition names messed up?

Time of Tea
Still in the Dark Age
Don't be a melodramatic clown. ~Mr Wednesday
Vardamir
Huskarl
posted 09-05-17 12:35 PM CT (US)     536 / 619       
The trick to the cliffs is essentially upgrading them to new cliff units.
Is it just me or are all the trigger effect and condition names messed up?
I've got that on my copy, but had assumed it was because of later work I'd done. It seems to have something to do with WTEP. Reinstalling the mod should at least temporarily fix it, or launching from a clean userpatch executable rather than the Realms.exe.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
AFFA the Cleric
Squire
posted 09-05-17 05:23 PM CT (US)     537 / 619       
The trick to the cliffs is essentially upgrading them to new cliff units.
I already used this trick in order to get differet predator animals in differents maps climates!

__________________________________________________________________________________________________________________________________________
MY GAME VERSION:

Age of Empires II The Conquerors 1.0 without any patches, just the ES release in August 24th 2000, proud to playing this game version!
Sebastien
Dark Samurai
posted 09-05-17 10:29 PM CT (US)     538 / 619       
The trick to the cliffs is essentially upgrading them to new cliff units.
How in the f***?

Would you be kind enough to share this magnificent find?

Does it work as standard? So you place your cliff as normal from editor, then you can use triggers to 'upgrade' the cliff to a different cliff?
Vardamir
Huskarl
posted 09-05-17 11:08 PM CT (US)     539 / 619       
Unfortunately, the upgrade rotates cliffs to invisibility for reasons I don't understand, so triggers don't work so well.

For scenarios, you place a Gaia building before any cliffs. This building triggers a research that upgrades the cliffs, which can then be placed normally.

For rms, UP 1.5's effects can upgrade them.



For those who really must have multiple cliff types at the same time, the new types can be unhidden and manually placed/rotated.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times

[This message has been edited by Vardamir (edited 09-05-2017 @ 11:09 PM).]

Sebastien
Dark Samurai
posted 09-06-17 11:49 AM CT (US)     540 / 619       
I would like to know how to have multiple types of cliffs.

I have an idea for Japanese walls that I really want to implement. Does the cliff bonus still apply to these? I mean the one which gives archers a bonus if they attack from the top of the cliff.

Could you email me with the workflow? Or outline it in more detail here. I'm not sure what you mean update cliff, use gaia building etc.

Tbh, I didn't even know the cliffs was a 'unit/building' thing that you can even edit in AGE. I thought it was all hardcoded?
Vardamir
Huskarl
posted 09-06-17 05:55 PM CT (US)     541 / 619       
Bonuses still work fine on the variant cliffs.

Cliffs are hidden units that you can edit in AGE (CLF01 to CLF09, IDs 263-272), so making the new variants is standard copying of data and graphics.

The upgrading tech is the same process as militia to man-at-arms, with all 9 cliff units. The associated research should have no prerequisites, much like Castle built (266).

Finally, create a new building and set the Initiate Research field to your new research.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
Sebastien
Dark Samurai
posted 09-06-17 11:28 PM CT (US)     542 / 619       
Cliffs are hidden units that you can edit in AGE (CLF01 to CLF09, IDs 263-272), so making the new variants is standard copying of data and graphics.
Ah, thanks for reminding me they were there. I see now, the cliff type also. This makes things easy, thank you for sharing.
l_Skorpion_l
Squire
posted 01-11-18 11:37 AM CT (US)     543 / 619       
How do you see Hidden units in AGE? I would love to use these cliffs.
Vardamir
Huskarl
posted 01-11-18 12:44 PM CT (US)     544 / 619       
The hidden flag only hides units in the scenario editor, not AGE. Once the new version with more cliff is released, you can open AGE and search the unit tab for CLF, which will be included in all their names, and unhide them.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
Vardamir
Huskarl
posted 03-06-18 09:00 PM CT (US)     545 / 619       
v1.80 is on the Blacksmith!

Adding civilizations hasn't been as much of a priority for this version, but it does come with one more:

Turcomans

Cavalry Archer Civilization

Cavalry archers +1 attack
Dropsites mobile
All cavalry archer techhnologies -50% cost
Free Scout/Camel/2 Cavalry Archers in Feudal/Castle/Imperial Age


Unique Unit: Ulan (cavalry archer)
Unique Techs: Scorched Earth (cavalry +10 bonus vs. economic buildings, enemy villagers -5 hp); Bactrian Camelry (Camels +3 attack)

Team Bonus: Villagers can construct rams





Furthermore, it incorporates the latest version of Userpatch and several improvements building on its features:

Added more civilization-dependant monk graphics
New Unit: Siege Towers (for all civs), which can garrison units over walls

Livestock can garrison in transport ships

Duplicate terrain slps created for all shared terrain graphics, allowing shared graphics such as Foundation and Dirt 2 to be altered independently in ZipRms files.

New UserPatch Constants are natively added



Hundreds of new editor objects have been added, drawn from various sources, including more than 60 animal variants. These new objects have been used for an overhaul of the standard and custom random maps in the mod, where the default objects can be randomly replaced by a corresponding new one.




Finally, it comes with a large list of balance changes:

Balance changes from HD 5.5:
Magyars no longer need to build a blacksmith to receive free blacksmith upgrades
Magyars now receive Siege Engineers
Magyar Scout Cavalry, Light Cavalry and Hussar cost -15% (from -10%)
Indians no longer have the Arbalest upgrade
Aztec creation bonus no longer applies to monks

(Fast) Fire Ships reduced to 1.0C stats: -20 hp, -1 pierce armor
(Heavy) Carracks: 10 bonus damage moved from ships to galleys
Cannon galleons display standard advanced commands rather than attack ground
Elephant archers no longer take bonus unique unit damage, -2 bonus armor moved from archer to cavalry archer class
Elephant archers now benefit from spearman bonus of Parthain Tactics
Eagle Scouts +5 train time
Militia, Man-at-arms +1 attack bonus vs Eagle Warriors
Condotierri recieve bonus damage from Jagaur Warriors, Cataphracts, and Cannon Galleons
Condotierri: -1 attack, -1 pierce armor
Armenians: Starting wood and food trickles reduced
Armenians: Elite Ayrudzi cost increased to 1300f, 1000 gold (from 900/800)
Armenians: Stable tech discount lowered to 20% (from 25%)
Bamars: +10 food when completing farms
Balts: Fishing ship discount is now a flat 25%
Balts: Vytiai +5 gold cost
Burgundians: Cavalry UUs use camel hotkey, Infantry and Archers use Eagle Warriors hotkey
Burgundians: Lose Heresy, Faith
Bohemians: Archery Ranges 20% cheaper (from 15)
Bohemians: Free Heresy requires Monastery
Bohemians: Trestle Gun research price decreased to 1000f/1200w (from 1500f/1600w)
Bohemians: Taborites can no longer build
Chimus: University required for Masonry
Incas: get free livestock in Nomad style maps
Dutch: Farmer work rate penalty is now -15% (from 20)
Khmers: Ballista elephant bonus changed to standard buildings (no longer decreased by masonry)
Malays: get Elite Elephant Archer
Mandinkas: Recieve Champion
Mandinkas: Start with +25 wood
Mandinkas: Scout units changed from 3 militia to Scout Cavalry
Mandinkas: (Elite) Horon -10 food, +10 gold cost; build time reduced to (9) 16 from (15) 20
Moors: No longer recieve free bloodlines
Moors: Corsair ship icon now matches Longboat, Turtle ship
Moors: Berber Scout +1 LOS, Feudal upgrade now sets cavalry and camel bonuses correctly
Muisca: Eagle Warriors is now 5/10/15 in Feudal/Castle/Imperial Age (from flat 15%)
Helvetians: Petards affected by Confederacy
Helvetians: get Two-handed swordsmen
Indians: Gun Mahout bonus changed to standard buildings (no longer decreased by masonry)
Jurchens: Elite Tiefutu +10 hp, attack reload reduced
Jurchens: Villagers have +1 range in Dark age, up to 3 in the Feudal Age
Viets: (Elite) Than Co -5 hp, reload time increased to 4 (from 3.6), ram bonus decreased to 3 (from 5 (6))
Viets: Diep Vien cost raised to 40f/80g (from 20f/60g, reload time raised to 6 (up from 5)
Tufans: Lost Plate Mail Armor
Tufans: Cavalier upgrade must be researched, is researched faster
Byzantine HP bonus extends to gates
Transport ships are now available in the Dark Age
Updated tech trees to show more units, with some innaccuracy due to hardcoded limitations:
Carracks shown at dock, Heavy Carrack appears in Castle Age (rather than Imperial)
Beguines appear at the Castle (instead of Monastery)
Corsair Ships appear at Castle (instead of dock; Elite version not shown)
Tarkan bonus no longer reduced by masonry/architecture, +4 damage shifted from stone defence to standard buildings
Faith recharge rate standardized for all civs
Numerous editor additions, several objects given additional mirrored rotations
Archers no longer have a base bonus vs. stone defense
Fishing ships can no longer attack

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times

[This message has been edited by Vardamir (edited 03-07-2018 @ 09:25 PM).]

Vardamir
Huskarl
posted 06-13-18 10:06 PM CT (US)     546 / 619       
A new version of Realms is now available, with significant balance changes. The most notable of these is to demolition ships, which have never been very powerful against other navies. They've been made a bit more expensive and given appreciable bonuses against ships, and a much larger bonus to buildings.

1.81 also comes with assorted bug fixes and new objects, including five more cliff types from Expanding Fronts mod that have been incorporated into appropriate maps. And of course, a few more maps have been included: an Allied Vision version of Arena, a Black Forest variant where trees can not be destroyed by siege weapons, and a map only made possible with some of Userpatch 1.5's new features.

Changelog:

(Elite) Demolition ships +70 (90) ship bonus +470 (520) building bonus, +50 (60) hp, -0.5 blast radius, +30 wood cost, +20 gold cost
Sea Towers 2x hp (to 1000)
Eagle Scout train time reduced to 35 seconds in Castle Age
(Elite) Elephant Archers +20 train time, -1 cavalry archer armor, -20 (10) hp
Byzantines: Lose Heavy Carrack
Armenians: Stable tech discount removed
Armenians: Starting trickle reduced to 10 wood, 8 food per minute
Armenians: Lose Onager
Jurchens: Vilagers no longer benefit from fletching
Jurchens: Lose free husbandry, berries last 40% longer
Koreans: Lose Heavy Carrack
Koreans: Fortifications built faster changed to Walls built faster
Bamars: Lose Halberdier
Bamars: (Elite) Howdahs -3 (4) attack vs cavalry
Balts: (Elite) Vytiai +5 gold cost, +15 wood cost, -1 pierce armor
Vytiai bonus vs cavalry shifted to armored units, reduced by 2 (3)
Viets: Villager attack bonus is now +2/6/12
Turcomans: Ram buildings 2x build time (to 80 seconds)
Turcomans: Dropsite hp lowered to 200 (+75 in Feudal/Castle), movespeed reduced to 0.3 (from 0.5)
Mandinkas: +5 starting gold
Dutch: Ruiters +5 gold cost
Helvetians: Banking removed
Muisca: Recieve Blast furnace
All Onager projectiles keep the same speed after researching Chemistry

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
Konattchi
Squire
posted 06-14-18 09:25 AM CT (US)     547 / 619       
Thank you so much for this wonderful work of art. Keeping a 18 years old game fresh and new and allowing us all to have even more fun with the new content you are creating. As much as I enjoy your work and I don't want to sound like a racist prick with this comment but is it possible to change The Bulgars units voice lines from the turkish ones to the slavs one? All of the slavs alphabets and languages originated from the alphabet that the bulgarians created so it doesn't make sense for them to speak in turkish. Hope I did not offend you with this comment and I know its a very nit picky request but I hope its not that difficult to do. Thank you in advance!
EBuilder
Squire
posted 06-14-18 07:38 PM CT (US)     548 / 619       
I think we doesn`t have too much of african civs on the civ list

The Ethipians and Kanembu, and maybe Vandals are (in my opinnion) the most important.

(sorry for my bad english)

[This message has been edited by EBuilder (edited 06-23-2018 @ 01:42 PM).]

Vardamir
Huskarl
posted 06-14-18 08:00 PM CT (US)     549 / 619       
Glad to hear you like it!

Changing the Bulgar's voices is possible. Their emphasis is on the earlier, Turkic, Bulgar tribes who did speak a Turkish language (related to modern Chuvash), but their using the Turk voices hasn't proved to be a very popular decision.

Edit: That spreadsheet doesn't support public viewing. I've requested access to it.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times

[This message has been edited by Vardamir (edited 06-14-2018 @ 08:01 PM).]

Konattchi
Squire
posted 06-15-18 05:33 AM CT (US)     550 / 619       
Thank you for indulging my request and I am sorry for acting like a triggered Bulgarian. Keep doing what you do best and don't force and push yourself with this project. Remember to have plenty of rest as well so you can have the passion to improve it more to your desires. Good luck and we are always with you!

[This message has been edited by Konattchi (edited 06-15-2018 @ 05:33 AM).]

local boi
Squire
(id: dragon14)
posted 06-16-18 05:30 AM CT (US)     551 / 619       
Looked at all bonuses, only played couple games so far

Too many cheaper XYZ bonuses, same for FREE, many civs have too many bonuses that are really same purpose. I would complain this about AOC as well though

real complaint is that afaik aoc civs are the same. General gameplay formula wasn't touched. could claim messing with the formula is a bad idea but when I play a mod I expect some new stuff on old civs. (AOK->AOC: Halbs, Archer Ring, Bloodlines, etc)


EXAMPLE: MANGONEL +60 VS building, then team bonus is SCORPIONS +15 vs BUILDING

Malay have 6 bonuses lol

Muisca: Breaking physics with their faster villagers and projectiles

Tufans: Even if this civ has the korean tech tree cavalier in castle age is so strong I love the idea

Some civ has +10 food on farms. I actually really like the sound of that, I would like for all civs to have this change as part of Realms, but you are the boss

but i am interesting in the random map scripts. i make random maps, so i like these

USA
katsup or mustard

[This message has been edited by local boi (edited 06-16-2018 @ 05:35 AM).]

EBuilder
Squire
posted 06-16-18 12:29 PM CT (US)     552 / 619       
The elephant archer is pretty underpowered and I doesnt understand why you nerf him. The creation time changed isn't bad (castle units are created faster) but less Hp makes them evenly weaker and makes worst the option of using them as sgields of your ballista elephant, playing as Khmer.


About elephants, I think you can use the graphics of AoE 1 or FE to give elite elephant archers more uniqueness and add the war and armored elephant (with worst stats and higher cost) of AoE 1

[This message has been edited by EBuilder (edited 06-23-2018 @ 01:43 PM).]

MrMew
Huskarl
posted 07-03-18 03:02 AM CT (US)     553 / 619       
Is there a way to check which version of Realms I'm running, I know I'm currently behind, just not sure how far.

Time of Tea
Still in the Dark Age
Don't be a melodramatic clown. ~Mr Wednesday
Vardamir
Huskarl
posted 07-03-18 12:44 PM CT (US)     554 / 619       
The version is listed in the lower left corner when you first enter the main menu or return to it from another screen.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
MrMew
Huskarl
posted 07-04-18 02:43 AM CT (US)     555 / 619       
I've been using a laptop I haven't used for aaaaages and it turns out I didn't even have burgundians. I think its time I update that aha.

Time of Tea
Still in the Dark Age
Don't be a melodramatic clown. ~Mr Wednesday

[This message has been edited by MrMew (edited 07-04-2018 @ 02:44 AM).]

Omkar
Banned
posted 07-04-18 12:48 PM CT (US)     556 / 619       
@Vardamir Please make proper decay graphics for new units, they look wierd after big battles. Particularly game breaking when AI charges at castle and ground looks aweful. Also please give the tufans some human soldier as their uu.
MrMew
Huskarl
posted 07-04-18 08:24 PM CT (US)     557 / 619       
Yea the Principality bug is weird. They do in fact love to make a lot of farms. I forced it to advance to the feudal age and it made like one more villager and one more house. Will test more when I have my actual PC to see if its somehow related to my current pc and 1.5.

Time of Tea
Still in the Dark Age
Don't be a melodramatic clown. ~Mr Wednesday
EBuilder
Squire
posted 08-22-18 12:43 PM CT (US)     558 / 619       
What civ will you add next?

And will you add the new Inca and mongol architecture?
Vardamir
Huskarl
posted 08-23-18 09:06 PM CT (US)     559 / 619       
The next planned civ is a Tamil one from South India.

I'd like to keep expanding the architecture sets as the mod progresses. Ultimately, I wouldn't mind making it compatible with the independent architecture stets made for WK, though that will be quite a bit of work.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
EBuilder
Squire
posted 08-24-18 02:25 PM CT (US)     560 / 619       
I have some ideas about balance:

Burgundians

Unique units limit decreased to one or zero: They look to much good to me, the posiblity of use other UU it`s the astongest civ bonus (especially if you pick the goth UU, who get the last armor upgrade but aniway are more expensive).

Get arbalest, halbardier and faith: they army had an important component of infantry and archers after Carlos the bold reforms, and wthout other UU they will become too weak.

Armenians:
(they are more balanced after last patch but the knight-line it`s still too good)

Bonus to knight-line removed, recieve husbandry, Azatavear UT avable at castle age, cost changed to 100G 100F (that will give them one of the best cavalry, but not at same level as frankish one).

Asfin-Al-Amarni avaible at imperial age replacing Azatravear.

Recieve Bracer (the lack of extra armor need some rebalance since the Armenian archery and barracks aren`t good and the siege workshop lacks he onager)

Tufans:
(great cavalry civ, but pretty generic on the late game)

Nancheng Breeds gives +0/1 armor (a pretty expensive tech who just replace Bloodlines? it doesn`t look good, but if you give them an extra pierce armor it will make the tufan cavalry amore special at the late game)

Malay
(Great navy, good infantry, decent siege, but still weak on earth)

Silat Melayu effect changed to infantry +1/2 armor (aniway the speed bonus is originally of the celts and makes celt infantry pretty boring).


PD: I know this changes make some civs less fun to play but makes them more balanced. Aniway, I love your mod and the other civs look pretty good. Keep the good work!

[This message has been edited by EBuilder (edited 08-26-2018 @ 06:40 AM).]

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