Cooking up Haud mod

Im back to messing around with mods

and decided to make some haud changes after playing a bit

Summary
Lacrosse now increases the range of all ranged infantry, not just the war hut units

Each of the crate big buttons now also increase the value of the crate type by 25% (like otto silk road) - I dont know if what i did also affects TP Income (at first I was thinking about making it logistician style changes (direct deposit, fixed additional value, but then i saw the complex mess that is needed for the spanish one and I just gave up on that, if anyone else can do it please try)

Unit Changes
Toma - weird animation bug should be fixed
Atk reduced to 14
rof reduced to 2
(He has 2 tomma, might as well make it so that he is throwing 1 per second thats the idea)

Test it out


Changes 07/12

Managed to implement damage absorption for the mantlet

Healers (including warrior priest and priestess) can now build community plazas

3 Likes

I feel like this is a good place as any to test out the idea of Mantlets absorbing damage for nearby units.

4 Likes

I tried copying in the papal guard’s aura, though I kinda dont want it to reduce melee damange from range ( though i dont know if it will do that or not) into the tactics file but cant seem to make it work

might need some help on that

Tomahawks should do melee damage from range

tbh just doing the rof change the unit feels very different, borderline oppressive since they are cheap and essentially have first strike after the first volley

so trying more changes is going to be a lot of testing

1 Like

Your RoF change doesn’t make any sense to me. No one throws with their non dominant hand so holding two shouldn’t make a difference.

Melee damage from range seems a lot more interesting. They’d need at least a x0.5 multi vs artillery at range and maybe need their initial range dropped to 10 to not be too broken. That would make them over perform vs anything with ranged armour, but under perform verses other heavy infantry.

3 Likes

Yeah tomos are solid musk so changing them tricky.

What id love to see is a reason to make a siege workshop age3. Rams while…fun to use to dunk on people just too niche. Man-lets(compare them to explorer sometime) also are a meat shield in a civ with beefy musk, beefy cav(ish) beefy explorer and somewhat tanky skirms. They’re not bad per se, but redundant.

Id love to see rams either faster and as others have said make mantlets deflect or hell go bold and piss off the "aoe3 moba game) and give them an armor aura for units around or make them take less building damage. Something to make these units be seige units cause right now haudes roster pre age4 is plenty fine but seiging is a weakness. Im.sure they can make these units niche

Also, sidenote: our alliance cards are total crud. Surely anything else is an improvements

The number one change I’d want to see for Hauds is removing the Tribal Marketplace and making them mine normally (like they actually did for thousands of years). It’s just so stupid and annoying that I’m never ever going to play a civ with that mechanic.

4 Likes

Giving Mantlets +2 range and the deflect ability would probably be enough of a boost for them.

Rams did get the ability to attack units awhile ago, but I haven’t really played them in DE so I’m not sure how much that improves their viability. They have a big bonus versus artillery so they could play into that and make them prioritize attacking cannons (like how Bersagliere target what they counter). Or they could even restrict them to only be able to attack units like cannons and wagons.

One thing they could add to Rams could be a stun ability that has a chance to freeze a unit for a few seconds. That could give them a chance to disable units chasing them and get away, or knock a cannon out of commission even if the Ram dies before killing it.

1 Like

the idea isnt that they are just throwing both from each hands, more that they are effectively having 1 rof for 2 objects ( but i aint gonna try to mod the animation) so to simulate that im doing it this way

imagine whatever the hell the game did with carbine cavalry when they first came out with that weird double shot mechanic, they have a tomma in each hand so they dont have to do a reload unless they do 2

I still don’t see what you’re trying to represent with this? Why does holding two make you throw fast?

Tomahawks are literally a big rock tied to a stick. They’re heavy and not something you can hurl out quickly with a sustained rate of fire. I think a slow RoF and melee damage makes way more sense.

if reloading a musket is taking 3 seconds to do then throwing something you already have in hand is faster, simple.

I guess my problem with that is you’re making an extremely literal (and also inconsistent) extrapolation based off the model/animation of an unit with an extremely inaccurate depiction.

I’d prefer keeping the slower RoF because tomahawks weren’t even throwing weapons at all. I suppose you could justify throwing one in a pinch, especially if you’re carrying a spare. But if you do, you sure as shit better be holding on to your remaining one so you’re not defenseless.

However, Tomahawks are a cool and unique unit and the term tomahawk has evolved to describe modern throwing axes so I wouldn’t want to get rid of the ranged attack just because they were actually a melee weapon. But I also don’t want to double down on the inaccuracy like you’re suggesting.

A happy medium could be making their ranged attack deal melee damage while having a bit less reach than a musket to reflect that it’s actually a melee weapon. And overall that’s a much more unique function than just firing faster.

1 Like

Tomahawk:
65f 30w

150hp (20% MR)

Speed: 4.5.

Ranged Attack: 19 Melee Damage, 0.5x vs artillery, 3 RoF, 9 Range.

Siege Remains as is.

Melee Attack: 14 Melee Damage, 3.5x vs cavalry, etc.

I think if you want the Melee Damage at range, you need to reduce their range and increase their speed. I would also add the Hand Infantry tag. For safety reasons I think increasing their cost slightly would be a good move until they’ve been well tested.

Why the speed increase? That might go counter to the other changes.

Dealing melee damage at range is gonna make them do better against light infantry, artillery, and most cavalry. And much better against high armour units like Cassadors and Mamelukes. Artillery should probably even use a lower multi like x0.4 to counteract this more.

Lowering their range compensates somewhat for that over performance so units like Cassadors can kite them a bit. It would also make ranged units with melee armour like Musketeers and Cavalry Archers soft counter them even more.

Increasing the speed negates that range disadvantage and could make their melee damage at range a bit too oppressive.

My basic concern would be that only reducing the range without any speed boost will result in them getting kited by everything. 9 range means xbows almost double your range and Musketeers have an extra 3.

9 range is unprecedentedly low for a standard unit and I don’t believe it’s possible to understand how low that is in a real game. Without the speed it would also open them up to weird, one sided unit interactions in numerous match ups.

1 Like

9 is a bit extreme though. If they were 10 or 11 then you wouldn’t need any extra speed since they’d be back on par with normal musks with the Lacrosse tech.

1 Like

What modify type did you give them?

If I remember later I’ll look into it and figure out how to give you the effect so you can implement it.

its the tacttcs file so nothing i just copied it in

it seem to work for when i tried editing the wall aura of the sentinels but i guess here i am adding something completely new

I have made custom units deflect attacks so I know it’s doable, maybe an issue with the protoy file?

1 Like