Page 1 of 9 123456789 LastLast
Results 1 to 20 of 182

Thread: HCS - Supported Sub Mods and Fan Projects

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Jarlaxe's Avatar Heavy Building Industry
    Join Date
    Mar 2009
    Location
    Greece
    Posts
    1,610

    Default HCS - Supported Sub Mods and Fan Projects



    - Supported Sub Mods and Fan Projects -


    Here you will a find a list of fan made add on's. Please feel free to use and leave a comment if you wish.

    If you would like to include your own works within this thread then please submit your works here.

    And lastly a big thanks to everyone of them for their time




    ------ Roma Surrectum II Battlemap Environments -------------------------------------------------------



    thanks to the RSII team for the creation and permission to use!

    ------ Longer Movement Distance For Characters ---------------------------------------------------------



    ------------------------------------------------------------------------------------------------------------
    Last edited by I-Alexander-I; September 07, 2011 at 03:34 PM.
    - Leader / Modeller/ Skinner / City Builder of Hegemonia City States -
    - Modeller/ Skinner / City Builder of Fourth Age -

    - Under the patronage of the cream pie lover -
    - jimkatalanos -



  2. #2
    Spartan198's Avatar Protector Domesticus
    Join Date
    Feb 2008
    Location
    California, USA
    Posts
    4,748

    Default Re: Hegemonia City Sates Add On's From Fans !!!

    My descr_character file for longer movement distance per turn.

    http://www.twcenter.net/forums/showt...1#post10142731

  3. #3
    Sentrywatch's Avatar Foederatus
    Join Date
    Aug 2011
    Location
    Germania Inferior (Brabant, the Netherlands)
    Posts
    28

    Default Re: Hegemonia City Sates Add On's From Fans !!!

    Quote Originally Posted by Spartan198 View Post
    My descr_character file for longer movement distance per turn.

    http://www.twcenter.net/forums/showt...1#post10142731
    Thanks! This will speed up my conquest of mainland Greece as the Cretans

  4. #4

    Default Re: Hegemonia City Sates Add On's From Fans !!!

    Quote Originally Posted by Spartan198 View Post
    My descr_character file for longer movement distance per turn.

    http://www.twcenter.net/forums/showt...1#post10142731
    thanks Spartan198 tis very helpful when trying to beat Argos which i have been trying to do for flooping ages

  5. #5

    Default Re: Hegemonia City Sates Add On's From Fans !!!

    Not sure if this is the correct place to post this...
    Can anyone limit the running speed of the units in the battle map? It just seems totally unrealistic and its hard to use them as well..
    Thanks in advance..

  6. #6
    ruthless's Avatar Semisalis
    Join Date
    Nov 2009
    Location
    Australia
    Posts
    486

    Default Re: Hegemonia City Sates Add On's From Fans !!!

    Anyone interested in 0 turn recruitment, loads of faction starting money, and long distance movement tweaks? I do them for every mod I download hahaha

  7. #7

    Default Re: Hegemonia City Sates Add On's From Fans !!!

    Quote Originally Posted by ruthless View Post
    Anyone interested in 0 turn recruitment, loads of faction starting money, and long distance movement tweaks? I do them for every mod I download hahaha
    There is already a load of faction starting money lol

  8. #8
    RafSwi7's Avatar Content Staff
    Join Date
    Aug 2011
    Location
    Poland
    Posts
    1,143

    Default Re: Hegemonia City Sates Add On's From Fans !!!

    I reduced running speed of the units by around 30%. The file should be put in the Rome/BI/hcs/data folder. What do you think about new units speed ?
    Last edited by RafSwi7; August 22, 2011 at 06:33 AM.

  9. #9

    Default Re: Hegemonia City Sates Add On's From Fans !!!

    Quote Originally Posted by RafSwi7 View Post
    I reduced running speed of the units by around 30%. The file should be put in the Rome/BI/hcs/data folder. What do you think about new units speed ?
    Hi love this mod! An excellent time frame to set a total war game in!
    thank you for the speed reduction mod! Essential for any player, it felt like Shogun 2 all over!

    I agree about there being too much money in the game! I don't know anything about modding but would happily try any testing for this excellent mod.

    BTW, the political influence is excellent! Tyranny, Oligarchy and all that!

  10. #10

    Default Re: Hegemonia City Sates Add On's From Fans !!!

    Quote Originally Posted by RafSwi7 View Post
    I reduced running speed of the units by around 30%. The file should be put in the Rome/BI/hcs/data folder. What do you think about new units speed ?
    thanks RafSwi7 now the hoplites move like they got some weight and force behind them which is awesome so its more realistic

  11. #11
    Father Jack's Avatar expletive intended
    Join Date
    Apr 2007
    Location
    Ratae Corieltauvorum
    Posts
    5,208

    Default Re: Hegemonia City Sates Add On's From Fans !!!

    Something changing the hoplite spears to a more realistic spear as opposed to a shortened pike animation would be great. Morale and hit-points also needs looking at - battles are way too quick at the moment.

  12. #12

    Default Re: Hegemonia City States Add On's+WORKSHOP From Fans !!!

    Hmm allright I started looking into the whole finance thing, and gathered some data from the savegames I already had lying around.

    Sparta was the only game I played where I only had 11k in treasury after 8+ rounds, other factions (korinth, athens, ionia, syracuse, krete 38-65k even after recruiting as good troops as possible and building as much as possible every single turn.


    I also looked into the statistics for other factions, and most of them seemed to crash financially after about 8 turns. Even when their Military or Territorial stats didn't significantly change.
    This wsan't entirely random, as some factions (Sparta, Persia, Carthage, Etruscans, Taras, Croton etc) always had this problem, some others always had steady money flow even when AI-controlled (Argos (surprised me!), Athens, Corinth, usually Syracuse)

    So it seems the wealth problem only exists for either a) about 50% of factions or b) human played factions. All other factions are total noobs when it comes to spending their money.
    Not sure how this has to be explained.

    F.ex. Persia, starting out with most money of them all (like 500k or so), always has spent about 60-80% of that already after 8 turns? Their finances line is a straight line down, almost.
    Sometimes they'll have increased their Military or Territorial stats quite impressively, but about half the time they seem not to gain anything from spending all this money.



    So on the first sight, it seems like the problem with the abundant wealth is something that's a lot more complicated than just increasing all prices (upkeep, recruitment, and building) linearly like everything x2 or x2.5

    Will experiment a bit with this anyway and see what difference it makes.
    Last edited by Woestelingh; August 22, 2011 at 06:53 AM.

  13. #13

    Default Re: Hegemonia City States Add On's+WORKSHOP From Fans !!!

    I am now working on an EDU with all costs doubled (x2).


    However, as this turns out to be a great deal of work, I was wondering if anyone with experience from other mods could answer this:

    What makes the best impact generally; messing around with ALL costs, or just messing around with unit upkeep?


    Hope someone has something interesting to say about that, otherwise I'm maybe wasting a lot of my time on stupid stuff.


    EDIT: I realised doubling all costs would be silly lol. I'm starting over again just multiplying upkeeps by 1.25 and seeing how that will affect gameplay.


    EDIT 2: added an EDU with all upkeeps multiplied by 1,25 to see if this fixes the money problem a bit or not.

    If you try this EDU, please report here on its effects!
    (also f.ex. if the AI is totally ruined by it or not, etc)
    Last edited by Woestelingh; August 22, 2011 at 08:11 AM.

  14. #14
    GRANTO's Avatar Domesticus
    Join Date
    Dec 2010
    Location
    glastonbury uk
    Posts
    2,201

    Default 4-6-12

    is anyone interested in a 4tpy script or more, i think a 4tpy script would be fine for this mod {which is shaping up really well}?

  15. #15

    Default Re: 4-6-12

    Quote Originally Posted by GRANTO View Post
    is anyone interested in a 4tpy script or more, i think a 4tpy script would be fine for this mod {which is shaping up really well}?
    I would highly appreciate four turns per year, yes. Two per year is way too quick.

    Also count me in for increased upkeep mods and unit speed reduction mods (I settled for using the silly phalanx formation for hoplites as a stopgap to prevent them from running at 100mph). I like factions being forced to invest in infrastructure before rolling in cash.

  16. #16
    Constantius's Avatar Primicerius
    Join Date
    Nov 2008
    Location
    England-Londinivm
    Posts
    3,383

    Default Re: Hegemonia City States Add On's+WORKSHOP From Fans !!!

    I have only changed time it takes to recruit units to 3 turns- hoping to stop full stacks every where, so basically loosing a big battle or two is serious.
    How does the cities population effect recruitment?
    Also I intend to look into six turns a year, and winter movement restrictions. Just have to see how I get on


    Signature made by Joar


  17. #17
    Blatta Optima Maxima's Avatar Vicarius Provinciae
    Join Date
    Aug 2010
    Location
    Free Democratic People's Republic of Latvia
    Posts
    10,738

    Default Re: Hegemonia City States Add On's+WORKSHOP From Fans !!!

    Quote Originally Posted by Constantius View Post
    I have only changed time it takes to recruit units to 3 turns- hoping to stop full stacks every where, so basically loosing a big battle or two is serious.
    How does the cities population effect recruitment?
    Also I intend to look into six turns a year, and winter movement restrictions. Just have to see how I get on
    Make Persian units 0 turn recruitable, but weaker still, to realistically represent the Greco-Persian wars.

  18. #18

    Default Re: Hegemonia City States Add On's+WORKSHOP From Fans !!!

    Another idea that I had (after trying to fix the money imbalances maybe) was something else that bothered me:

    If you conquer a city and the enemy already has built barracks, you can recruit all troops immediately.
    (same problem as vanilla)

    And otherwise it usually only takes 2 turns to build the right barrack anyway, so you can start recruiting good quality hoplites from any conquered city pretty soon.



    Would it be an idea to also connect the ability to recruit troops except skirmishers/mercenaries, only from a certain level of the 'military outpost' as well? Meaning, Barrack has to be leveled up, but to unlock hoplites you'd also need to level up military outpost.
    That will make it a bit more expensive and difficult to recruit quality troops in conquered cities immediately.




    Quote Originally Posted by Constantius View Post
    I have only changed time it takes to recruit units to 3 turns- hoping to stop full stacks every where, so basically loosing a big battle or two is serious.
    How does the cities population effect recruitment?
    Also I intend to look into six turns a year, and winter movement restrictions. Just have to see how I get on
    But then you can recruit even less, meaning you got an even bigger money problem! (I mean having too much money.)

  19. #19
    Constantius's Avatar Primicerius
    Join Date
    Nov 2008
    Location
    England-Londinivm
    Posts
    3,383

    Default Re: Hegemonia City States Add On's+WORKSHOP From Fans !!!

    Quote Originally Posted by Woestelingh View Post
    But then you can recruit even less, meaning you got an even bigger money problem! (I mean having too much money.)
    I was trying to prevent spamming stacks, its insane there are about 50 stacks on the map.
    But I do know what you mean- perhaps it has to be greater unit costs, upkeep and buildings cost. Like EAEM (EB sub mod)-every faction gets one stack, and fully recruitable rosta- but upkeep, training times, buildings cost and construction are all greatly increased


    Signature made by Joar


  20. #20
    GRANTO's Avatar Domesticus
    Join Date
    Dec 2010
    Location
    glastonbury uk
    Posts
    2,201

    Default Re: Hegemonia City States Add On's+WORKSHOP From Fans !!!

    the edu need at least 10 added to each morale then the lethality needs tweaked for each unit {can take a lot of tweaking to get right} then the skill points need balanced and throw in the armour and hit points , it takes time to get a great battlefield edu , rs2 is a good example or eb alexander , i am working on one at the moment inbetween other stuff , good luck guys and keep tweaking , this mod is gonna be classic {if it isnt already}

Page 1 of 9 123456789 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •