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
    
Chagnelog: v 0.2

--    Global:   --

HQ level skin (depends on how much tech you have)
    on Lv4 the HQ comes with 2 Ballisti

MCV leaves a Husk (capturable)

--    Infantry: 
        
Knight
    can't detect cleaked units anymore
    Anti archer armor 0& -> 15%
    
Crossbows
    Armor piercing (no debuff to armored units also can harm Knights 70%)

Assassines
    Cost 900 -> 700

--    Cavalry:  --

Light Cavalry
    can't detect cleaked units anymore
    
Longbow Archer
    Damage to Knights 15% -> 25%
    
--    Siege weapons:    --

Siege Tower
    Comes with 2 Archers now
    Cost 1300 -> 1500
    
Changelog: v 0.3
    
--    Global:   --

Keep now autoattacks on Level 4

Nof Stables now produce bia airdrop

Castlewall 
    Cost 650 -> 300
    Buildtime 1000 -> 750
    
Workshop new Footprint

--    Infantry: 
     
Crossbows
    Armor piercing (low debuff to armored units.)
    Editid the Sprite (larger)
    
Harvester
    Capacity 6 -> 10

Engineer
    HP 35 -> 55
    
--    Cavalry:  --
    
Longbow Archer
    Editid the Sprite (longer bow)
    
--    Siege weapons:    --

Siege Tower
    HP 424 -> 650  
    Cost 1500 -> 1400
    Can crush walls and Infantry now
    Archers have +2 Range on top also + 15% Attackspeed
    
New: Battering Ram
    Nod exclusive
    Same projectile protection as Knights
    Hp 600
    Damage 100 Buildings only, reload very slow
    Crushes walls
    Speed: very slow
    can carry up to 8 Infantry
    Speed and attackspeed increase with ammount of passengers
        up to 250% Speed
        and 220% Attackspeed
    
    
    
Changelog: v 0.4
    
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GDI Barracks has Idle animation
Nod Stable overwork. looking more unique now
idle Animations for all infantry and cavalry
Guard turret aims 100%.

--    Infantry: 
        
Claymore
    Speed 40 -> 50
    
Harvester/ Miner
    Speed 45 -> 55
    Miningspeed 25 -> 15
    
--    Cavalry:  --

New: Large Harvester
    collects as fast as the usual harvester in CNC
    
    
Changelog: v 0.5
    
--    Global:   --

Harvester System back to cnc for balance christ sake

Armore reduction of Towers
Tribuchet, Ballista Concrete -> Heavy
Guardtower Concrete -> Leather (Wood)

LightCavalry, MediumCavalry, HeavyCavalry Armor Classes invented.

Staff weapons are strong against Cavalry. Sword and Arrows less effective.

Reduced Damage output of all Bows and Crossbows by 5

Ballista projectile speed 350 -> 400

Siegeweapons (Catapult, Tribuchet and Ballista) switched factions

Resourcemonolith Rework into resource mines, Resources visual more colored

Shack Power increase 10 -> 14
Large Hut Power increase 20 -> 30

--    Infantry:  --  
        
Harvester removed due to annoying reasons

broadsword damage 30 -> 35

pickeguard attakspeed 35 -> 30

--    Cavalry:  --

Base HP of all Cavalery +100 to justify the high pricing

Light cavalry attakspeed 35 -> 30

Heavy cavalry hp 500 -> 550

Changelog: v 0.6
    
--    Global:   --

Bugfixes
Fixed Typos


Changelog: v 1.0

Complete balance overhaul

Added aircrafts


Changelog: v 1.1


Minro Balacne changes
Icons overworked
minor Bugfixes

Changelog: v 1.2

--    Global:   --

Techcenter Design Replacements
Added Medieval Assets for Terrain

--    Buildings:  --

New: Silo added replaced by -> additional smelter
changed Footprint

--    Infantry:  --  

Knight HP 50 -> 85



Changelog: v 1.2a

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Empty Horse got ScaredyCat trait and panicing on hit.

New Splatter to death animation
New Burn death animation for Infantry and Cavalry
    on Cavalry a burning horse will spawn and run around dieng.

Fixed harvester animation

New Gamemode

--    Buildings:  --

Siege workschop
    Cost 500 -> 1000
    requirements: Ore Refinery


--    Infantry:  --

Crossbow damage 80 -> 55
    Range 5->4
    minimum Range 2.2 -> 0.5

Archer damage 50 -> 40
    Range 5->4
    minimum Range 2.2 -> 0.5
    (Siegetower stationed range still 7 and 0 minimum range)
    
Knight HP 85 -> 95
 
Pike Guard HP 50 -> 80

New Wild unit: Barbar
 
New King unit, avaiable in Royal Clash, can't die
    musst be killed
    buffs all units in Range by 10% Speed, Damage, Hp
    grants 2500$ Bounty on kill
    recovoers from kill
    
--    Siege weapons:    --

Siege Tower
    HP 500 -> 400  
    Cost 1400 -> 800
    Speed 40 -> 55
    requirements: barracks
    Works better with stationed Infantry now (Auto targets)

Battering Ram
    HP 600 -> 500  
    Cost 1600 -> 700
    requirements: barracks
    
--    Global:   --

Dragon Rider
    Ammopool 10 -> 15
    Reload 2 every 100 ticks -> 1 every 20 ticks (5 every 100 ticks)
    Range 4 -> 5

    Changelog: v 1.3 Alpha

Graphics Overhaul!
