Post by Shieldwolf on Sept 22, 2013 16:56:01 GMT
And so, after a few months of modding, I present to you Nova Imperio Tero, my first attempt to modify Empire Earth, geared towards a little bit of realism, while at the same time adapting a more or less tactical approach on game play and balance.
In a nutshell, Nova Imperio Tero (Esperanto for New Empire Earth, or NIT) have the following changes:
IN GENERAL
In NIT, citizens are built faster, and each can mine and forage resources 12 units at a time. The 32,000 popcap limit has also been implemented. All unit cost is made up of 2 resources: prehistoric units would have cost of Food and Wood or Stone, while more modern units would have Food and Gold as cost. Buildings would cost stone, wood or iron. All military units have varied costs, and almost no two unit have the same specs. Generally, prehistoric units cost less compared to modern units. Tech upgrades cost more, and Epoch advancements take longer.
All airplanes (except bombers) can hit air and land targets. Ships cost more, both in resources and popcap, but they are virtually indestructable by land forces, so they are a good investment (most of them have the maximum range, so surface bombardment can have a good deal of truth now). Cybers would now require both gold and iron (no more food, they don't eat!), and I have "made" at least 3 new units = Kronos, Poseidon Transport and C140A Arturus by having Zeus II available, and changing German Staff car and C-47 Cargo. All in all, a bunch of previously "unbuildable" units are now buildable.
Each unit you produce has its own advantages or disadvantages. Military buildings require popcap now (so no more endless spamming of towers and pillboxes), but relatively, they are more powerful. Heroes have realistic Hitpoints, but as of this release, I have cloaked them to avoid players intentionally targeting them. That might change (this cloaking), once some prove the thing unreliable in gameplay.
A. INFANTRY
1. Infantry has been divided to light infantry and heavy infantry. In most cases, light infantry are those infantry that are mostly unarmored, and have not so heavy weapons. These light infantry can walk through forests and scale cliffs. They can't damage buildings, nor ships.
2. Heavy Infantry are those infantry who are armored, and/or possess heavy weapons. As a rule, almost all of them cannot walk through forests and cannot scale cliffs. They are the only infantry who can damage buildings and ships.
3. Some infantry who historically fight under formations are classified as heavy infantry. This includes Shortswords, Pikemen, Grenadiers and such. But these units, owing to the sort of weapons they wield, still cannot damage buildings nor ships.
4. Some special light infantry can damage buildings and ships (like Sappers, previously called Sampson, and Vikings). These are exceptions to the rule.
5. No infantry can attack planes now.
6. Medics can only be created in hospitals.
7. Black Robes are cloaked.
8. Engineers can create AA towers.
B. CAVALRY
1. Cavalry (except chariots and elephants), cost only 1 popcap now.
2. Only the Horseman, and Moorish Cav can walk through forests, the rest can't.
3. Cavalry cannot attack buildings and ships.
C. SIEGE UNITS
1. All siege units cost more popcap, and usually are more expensive.
2. Trojan Horse is now buildable.
3. Anti-Tank vehicles are more effective now against tanks and armored units.
D. SHIPS & SUBS
1. All ships cost more popcap, and are more expensive.
2. Ship names have been changed to reflect historical ship categories.
3. Ships range are improved upon. Build times are longer though.
4. Cruiser class (gunboat, dardo and sagitarrian) can now attack land units, ships and buildings.
5. Frigate class can now be built in the Navy Yard too (as anti-submarine units are there).
6. Submarines are all cloaked.
7. Aircraft Carriers can create helicopters from Modern age to Nano. Nexus Carrier can even build Hover tanks in Nano Age.
8. Agincourt and Golden Hind now buildable.
E. HEROES
1. Heroes are cloaked.
2. Infantry heroes can walk through forests and scale cliffs (except armored ones).
3. Extra heroes (editor only) can be built in Castle Keep.
F. TANKS
1. Tanks are virtually invulnerable from light infantry (only anti-tank infantry can do significant damage to them).
2. Anti-air vehicles (halftrak and skywatcher) can now shoot land units, ships and buildings.
G. PLANES
1. All airplanes except bombers can shoot land and air units. All have realistic flight times (modeled on historical flight times).
2. Bombers create great damage, and have increased flight times.
3. Historical stealth units are cloaked (they are expensive though, since they are really hard to hit).
4. New Unit: C140A Arcturus, from C-47 Cargo Plane, is a Spy Plane, cloaked and buildable in the airport.
5. Reaper Gunship and Phoenix are both cloaked.
6. SeaKing II (now called Stingray), can attack buildings, ships and land units.
5. Red Baron buildable now.
H. CYBERS
1. Cybers cost iron and gold.
2. New Unit: Poseidon Transport (previously German Staff Car), can carry 2 passengers, is cloaked, and can submerge through water.
3. Kronos (previously Zeus I), land attack Cyber, with beefed up stats.
4. Zeus (previously Zeus II), sea equivalent of Kronos, can submerge through water and walk through cliffs.
I. BUILDINGS
1. Buildings cost a combination of either wood, stone or iron.
2. Military defensive buildings cost popcap now.
3. Wonders became more expensive.
4. Time Machine and Missile Base now buildable. Time machine, in particular, is able to create the "special units" of each epoch (though right now, I can only add those units through triggers, for all of them to show - this has got to do with Start and End Epochs).
OTHERS
- Arc Lamps and treasure chests are now buildable.
- More work needs to be done on Stard and End epoch, to have Editor Only units in their proper epochs.
I would need help on testing the Mod for gameplay and balance. Any feedback is appreciated here on this thread, or on the actual file upload over in EEH's Downloads section.
In a nutshell, Nova Imperio Tero (Esperanto for New Empire Earth, or NIT) have the following changes:
IN GENERAL
In NIT, citizens are built faster, and each can mine and forage resources 12 units at a time. The 32,000 popcap limit has also been implemented. All unit cost is made up of 2 resources: prehistoric units would have cost of Food and Wood or Stone, while more modern units would have Food and Gold as cost. Buildings would cost stone, wood or iron. All military units have varied costs, and almost no two unit have the same specs. Generally, prehistoric units cost less compared to modern units. Tech upgrades cost more, and Epoch advancements take longer.
All airplanes (except bombers) can hit air and land targets. Ships cost more, both in resources and popcap, but they are virtually indestructable by land forces, so they are a good investment (most of them have the maximum range, so surface bombardment can have a good deal of truth now). Cybers would now require both gold and iron (no more food, they don't eat!), and I have "made" at least 3 new units = Kronos, Poseidon Transport and C140A Arturus by having Zeus II available, and changing German Staff car and C-47 Cargo. All in all, a bunch of previously "unbuildable" units are now buildable.
Each unit you produce has its own advantages or disadvantages. Military buildings require popcap now (so no more endless spamming of towers and pillboxes), but relatively, they are more powerful. Heroes have realistic Hitpoints, but as of this release, I have cloaked them to avoid players intentionally targeting them. That might change (this cloaking), once some prove the thing unreliable in gameplay.
A. INFANTRY
1. Infantry has been divided to light infantry and heavy infantry. In most cases, light infantry are those infantry that are mostly unarmored, and have not so heavy weapons. These light infantry can walk through forests and scale cliffs. They can't damage buildings, nor ships.
2. Heavy Infantry are those infantry who are armored, and/or possess heavy weapons. As a rule, almost all of them cannot walk through forests and cannot scale cliffs. They are the only infantry who can damage buildings and ships.
3. Some infantry who historically fight under formations are classified as heavy infantry. This includes Shortswords, Pikemen, Grenadiers and such. But these units, owing to the sort of weapons they wield, still cannot damage buildings nor ships.
4. Some special light infantry can damage buildings and ships (like Sappers, previously called Sampson, and Vikings). These are exceptions to the rule.
5. No infantry can attack planes now.
6. Medics can only be created in hospitals.
7. Black Robes are cloaked.
8. Engineers can create AA towers.
B. CAVALRY
1. Cavalry (except chariots and elephants), cost only 1 popcap now.
2. Only the Horseman, and Moorish Cav can walk through forests, the rest can't.
3. Cavalry cannot attack buildings and ships.
C. SIEGE UNITS
1. All siege units cost more popcap, and usually are more expensive.
2. Trojan Horse is now buildable.
3. Anti-Tank vehicles are more effective now against tanks and armored units.
D. SHIPS & SUBS
1. All ships cost more popcap, and are more expensive.
2. Ship names have been changed to reflect historical ship categories.
3. Ships range are improved upon. Build times are longer though.
4. Cruiser class (gunboat, dardo and sagitarrian) can now attack land units, ships and buildings.
5. Frigate class can now be built in the Navy Yard too (as anti-submarine units are there).
6. Submarines are all cloaked.
7. Aircraft Carriers can create helicopters from Modern age to Nano. Nexus Carrier can even build Hover tanks in Nano Age.
8. Agincourt and Golden Hind now buildable.
E. HEROES
1. Heroes are cloaked.
2. Infantry heroes can walk through forests and scale cliffs (except armored ones).
3. Extra heroes (editor only) can be built in Castle Keep.
F. TANKS
1. Tanks are virtually invulnerable from light infantry (only anti-tank infantry can do significant damage to them).
2. Anti-air vehicles (halftrak and skywatcher) can now shoot land units, ships and buildings.
G. PLANES
1. All airplanes except bombers can shoot land and air units. All have realistic flight times (modeled on historical flight times).
2. Bombers create great damage, and have increased flight times.
3. Historical stealth units are cloaked (they are expensive though, since they are really hard to hit).
4. New Unit: C140A Arcturus, from C-47 Cargo Plane, is a Spy Plane, cloaked and buildable in the airport.
5. Reaper Gunship and Phoenix are both cloaked.
6. SeaKing II (now called Stingray), can attack buildings, ships and land units.
5. Red Baron buildable now.
H. CYBERS
1. Cybers cost iron and gold.
2. New Unit: Poseidon Transport (previously German Staff Car), can carry 2 passengers, is cloaked, and can submerge through water.
3. Kronos (previously Zeus I), land attack Cyber, with beefed up stats.
4. Zeus (previously Zeus II), sea equivalent of Kronos, can submerge through water and walk through cliffs.
I. BUILDINGS
1. Buildings cost a combination of either wood, stone or iron.
2. Military defensive buildings cost popcap now.
3. Wonders became more expensive.
4. Time Machine and Missile Base now buildable. Time machine, in particular, is able to create the "special units" of each epoch (though right now, I can only add those units through triggers, for all of them to show - this has got to do with Start and End Epochs).
OTHERS
- Arc Lamps and treasure chests are now buildable.
- More work needs to be done on Stard and End epoch, to have Editor Only units in their proper epochs.
I would need help on testing the Mod for gameplay and balance. Any feedback is appreciated here on this thread, or on the actual file upload over in EEH's Downloads section.