Description:
Medieval Mod Map State - Alpha.
Find under Category "Medieval Warfare"
Whats this about?
The whole game is schifted into the Medieval Ages. Means: no tanks, no guns, no explosions.
All Units are redone to medieval Stuff, like Archers, Knights, Cavalry and much more!
Gameplay is similar to the original CNC: Nod stealthy and waek units, GDI strong mighty powerhouses.
all factions got superweapons similar to the cnc.
Resources (Value) are split into 3 different kind: Copper (Low), Iron (Medium), Gold (High). the values of theres resources are different.
Chagnelog: v 0.1
-- Global: --
Hpsital Healing increased
5 every 4 Seconds -> 4 every 1.1 Seconds
Bows and Spears
Damage against Knight reduced to 0
Crossbow
Damage against Knight reduced to 10%
Ballista
Spread reduced 512 -> 212
Damage Increased 65 -> 75
Infantry:
Knight
Manpower usen 4 -> 3
-- Cavalry: --
Light Cavalry
Hp 140 -> 170
Medium Cavalry
Hp 175 -> 225
Heavy Cavalry
Hp 300 -> 400
Damage 75 -> 80
Manpower usen 4 -> 3
Spear Cavalry
Now Nod exsclusive
Damage 30 -> 25
New: Mace Cavalry
GDI exsclusive
Hp 110
Damage: 30
-- Siege weapons: --
Siege Tower
Cost 1900 -> 1300
Manpower usen 6 -> 4
-- Buildings: --
Ballista Tower
HP 950 -> 600
Tribuchet
HP 950 -> 550
Range 16 -> 14
Guard Tower
HP 400 -> 350
New: Wood Wall
Cost 100
Hp 100
No Prerequests
-- Superweapons: --
Rotten Corpse
Damage against Buildings 200% -> 400%
Lightning Strike
lightning delay 50 -> 10
Edit map info
Reports of Order of Battle MW
Lint check for release-20161019
at (wrapper managed-to-native) object:__icall_wrapper_mono_gc_alloc_vector (intptr,intptr,intptr)
at (wrapper alloc) object:AllocVector (intptr,intptr)
at System.IO.MemoryStream.set_Capacity (Int32 value) [0x00000] in
at System.IO.MemoryStream.Expand (Int32 newSize) [0x00000] in
at System.IO.MemoryStream.Write (System.Byte[] buffer, Int32 offset, Int32 count) [0x00000] in
at System.IO.Stream.CopyTo (System.IO.Stream destination, Int32 bufferSize) [0x00000] in
at System.IO.Stream.CopyTo (System.IO.Stream destination) [0x00000] in
at (wrapper remoting-invoke-with-check) System.IO.Stream:CopyTo (System.IO.Stream)
at OpenRA.FileSystem.ZipFile.GetStream (System.String filename) [0x00031] in /home/resource/engine/release-20161019/OpenRA.Game/FileSystem/ZipFile.cs:90
at OpenRA.Map.Open (System.String filename) [0x00029] in /home/resource/engine/release-20161019/OpenRA.Game/Map/Map.cs:1128
at OpenRA.Graphics.SpriteLoader.GetFrames (IReadOnlyFileSystem fileSystem, System.String filename, OpenRA.Graphics.ISpriteLoader[] loaders) [0x00003] in /home/resource/engine/release-20161019/OpenRA.Game/Graphics/SpriteLoader.cs:111
at OpenRA.Graphics.SpriteLoader.GetSprites (IReadOnlyFileSystem fileSystem, System.String filename, OpenRA.Graphics.ISpriteLoader[] loaders, OpenRA.Graphics.SheetBuilder sheetBuilder) [0x00011] in /home/resource/engine/release-20161019/OpenRA.Game/Graphics/SpriteLoader.cs:106
at OpenRA.Graphics.SpriteCache.LoadSprite (System.String filename, System.Collections.Generic.List`1 cache) [0x00014] in /home/resource/engine/release-20161019/OpenRA.Game/Graphics/SpriteLoader.cs:61
at OpenRA.Graphics.SpriteCache.get_Item (System.String filename) [0x00020] in /home/resource/engine/release-20161019/OpenRA.Game/Graphics/SpriteLoader.cs:73
at OpenRA.Mods.Common.Graphics.DefaultSpriteSequence..ctor (OpenRA.ModData modData, OpenRA.TileSet tileSet, OpenRA.Graphics.SpriteCache cache, ISpriteSequenceLoader loader, System.String sequence, System.String animation, OpenRA.MiniYaml info) [0x00000] in
at OpenRA.Mods.Common.Graphics.TilesetSpecificSpriteSequence..ctor (OpenRA.ModData modData, OpenRA.TileSet tileSet, OpenRA.Graphics.SpriteCache cache, ISpriteSequenceLoader loader, System.String sequence, System.String animation, OpenRA.MiniYaml info) [0x00000] in
at OpenRA.Mods.Common.Graphics.TilesetSpecificSpriteSequenceLoader.CreateSequence (OpenRA.ModData modData, OpenRA.TileSet tileSet, OpenRA.Graphics.SpriteCache cache, System.String sequence, System.String animation, OpenRA.MiniYaml info) [0x00000] in
at OpenRA.Mods.Common.Graphics.DefaultSpriteSequenceLoader.ParseSequences (OpenRA.ModData modData, OpenRA.TileSet tileSet, OpenRA.Graphics.SpriteCache cache, OpenRA.MiniYamlNode node) [0x00000] in
at OpenRA.Graphics.SequenceProvider+
at System.Lazy`1[OpenRA.IReadOnlyDictionary`2[System.String,OpenRA.Graphics.ISpriteSequence]].InitValue () [0x00000] in
Lint check for release-20160508
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