Cooking up Haud mod

I think i managed to do it, never done this before so didnt know the tactics wasnt enough and there are stuff like adding it to the abilities file and also adding the action to the tactics file

Though in doing this I noticed something
The target for the damage absorption from the hospitaller/ pistoleer doesnt cover a bunch of things like heros and vils since they cant be sharpshooted

<modifyabstracttype>LogicalTypeValidSharpshoot</modifyabstracttype>

Also another change arguable QOL change, Healers , War Priest and Priestess can now build community plaza cause i got annoyed with the aztec start (if anyone knows how to implement the architect free build system let me know I want to see if making the build free but slower would be good or not)

3 Likes

Changes 08/12

(havent bothered with names and stuff, just trying to get them to work)

Time for some experimental ideas

Cards Changes

Age 1

Native American Allies version for Haud - Unlocks Huron, Cree and Lenape natives ( I am bodging this from the Unknown native techs so this will probably break that if you send it)

Lenape alone will probably break the civ so have fun

Age 2

Agrarian Ways moved to Age 2 now works a bit like Springfield Armoury - increases the research time by +150% but also allows tech to be researched in age 2

Siege Attack moved to Age 2 to spread out deck more

Age 3

2 Light cannons costing 1k gold (imagine this as an artillery support card)

Cav HP and Cav Atk Removed - Replaced/Merged with French Cavalry Combat (its one card now just to make it more efficient)

Age 3

Siege Combat moved to Age 4 to spread out deck more and also preventl funny age 3 cannon shenanigans i guess

I could see 2 Light Cannons costing half that, maybe we could take the Indian elephant shipments as a baseline for how much that card should cost. (?)

The two light cannons should cost 1k coin, but should come with more other stuff (food crates, deer, whatever) to prevent it being a 1 card instant shutdown of a 2 falc push in early age 3.

Balancing such a strong age 4 unit with just an upfront cost in age 3 is always going to be on the edge of being prohibitively expensive or OP.

Giving Light Cannons age 3 base stats could solve that. If they had less range and no artillery multiplier in age 3 they wouldn’t immediately shut down a Falc shipment. Then they could shadow tech to their normal stats in age 4.

2 Likes

Probably a negative shadow tech in age 3 that goes away in age 4. They probably still need to scale off their normal stats.

That’s what I said just range and multipliers because that won’t affect any scaling. If messing with health, attack, etc, then a you’d need a negative tech for age 3 to keep their current scaling.

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Just confirming. You mentioned age 3 stats, and referred to range and multipliers, but the below could be misinterpreted since Cuirs were given age 2 stats.

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it has to be noted that the unit effectively has age 3 base stats like most artillery (leather cannon aside) their first upgrade is in age 4

I think 1K is fine, could be ok to add some additional benefits

in addition a funny thing i discovered is that the cooperation tech from the tribal market place reduces coin cost of all shipments, so you can get this for a bit cheaper as well

it even affects the renegade euro units shipment and infinite native shipments

3 Likes

NEW YEAR CHANGES

This one took a while(and is still bugged i think) but I wanted to get it out there

Unit changes

Light Cannon - Artillery bonus removed from base (to prevent shenanigans with the new suppport card, bonus will be unlocked at upgrade tech)

Tech changes

Field Cannon - +1x artillery bonus

Cards

Old Ways Rework - Now is universal to all Big Button Techs and reduce cost to 0 (Want this to be a powerful Age 4 timing card for Native civs)

In addition, Old Ways will unlock a special Inifinite Tech for native civs at the TC (Starting with Haud for now) to send a War Assembly at the cost of 600 res each

Haud - Send 15 Tommahawks

(The War Assembly tech currently has no cooldown- which I would like to add in the future)
So try the mod again and if anyone can figure out why the cooldown doesnt work ( I copied the war assembly from the Songhai levy raiders) let me know

Also I actually wanted to make the war assembly a group of different units, but attempts at using banner army to do this failed so if anyone knows how to do this also let me know

Can’t you just make the tech send multiple units?

cause its not a tech but a power like the songhai levy or minutemen stuff which for some reason cant handle sending different units

I made it this way cause I wanted a cooldown for it but that isnt even working so I will have to rethink it

No sé por qué pero este mod no me funciona, quizå porque lo juego en español? Hoy lo actualicé, reinicié el juego y nada.

Welp i zipped the folder wrong so it wasnt working.

Updated thanks for noting

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Mil gracias, al fin logro que me funcione. :heart:
ÂżSe podrĂ­a reemplazar el efecto del botĂłn grande de la plaza comunitaria para que el jefe explorador pueda curar como el jefe acano o como el sacerdote mexicano? Actualmente aplica una habilidad cargada de poca utilidad.

I am thinking about changing the war chief heal thing but that ones is also weirdly coded so i dont know what direction im going in to fix it

I actually want it to be a kind of mountain monastery aura that heals the units passively while in combat but dont havent taken a look at it

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