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Thread: Deus lo Vult Americas expanded submod

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    Default Re: Deus lo Vult Americas expanded submod

    Summary of unit changes, their reasons, and what potentials each faction have:


    General changes:
    Mesoamerican peasants are now the maximum number of units possible, 250, and many other American units increase their numbers. This better reflects the overwhelming (historically correct) difference between European natives and invaders.
    Armor points of American units corrected. If the unit (visually) has armor, it scores 2 points. If not, 0 points. Regardless of what the unit description says.
    Generals are tougher at having 3 health points. American generals died excessively quick and easy with a charge from any strong enough unit.
    American units can improve melee damage on some buildings, which is a visual change for some Mesoamerican units with obsidian weapons.


    Aztecs: Now they have an exclusive unit of blue-colored Quetzalcoatl priests. Furthermore, these priests are historically correct, since Quetzalcoatl joined the pantheon of Aztec gods upon his arrival in the Valley of Mexico.
    Coyote priests have been completely remodeled, and is a faster unit than any other dismounted unit, can hide anywhere, can scare and have battle cry ability. It is the perfect substitute for cavalry for Mesoamericans. This unit emulates the unique unit of the Aztecs from Age of Empires.
    Arrow Warriors can deploy stakes and is the most powerful spear-throwing units in America.

    Mayans: Unit color and textures fixed and now can train eagle warriors. This is not historically correct, but neither are Mayan jaguar warriors, nor hornet throwers, but it gives the Mayans more variety.
    The Nacom warriors and the Batab militia are completely different units, true to the unit's text description. The Nacom are officers who inspire nearby troops, have a battle cry, and good morale and stamina, perfect substitutes for the general at different points of the battlefield. They are scarce in numbers, so they need support from the Batab militia, which only changes as their numbers increase to the maximum, being the only non-peasant unit made up of 250 units.
    Hornet throwers do a lot more damage on impact, and can hide in some flat terrain and woods (but not anywhere).
    Holkans can deploy stakes and are the weakest, lightest, and fastest archer unit in the game (something that was already in the original game).


    Spaniards and Europeans: Playing with them turns out to be too easy, however the balance of the game is perfect as it is when handled by the AI. This is so because cavalry and siege powder weapons represent a great strategic advantage that a human knows how to take better advantage of. For that reason I have provided two different export_descr_unit.txt files in case you play with Spain or not. If you play with the Spanish, use export_descr_unitESPANA.txt. All your units will have 1 life point except the generals, who will have 2, and Hernán Cortés, who will have 3. If you play with an American faction, use ESPANAIA, where the European units that are not peasant will have 2 points, 3 the generals , and 4 Hernán Cortés and the generals on foot (exclusive to France and England). This can be done at any time, and is save-compatible.
    Now you can recruit peasants and crossbow peasants without any port, useful when you have no other option, especially during a long period of the beginning of the game, where you can only recruit in Havana.

    Tarascos and Tlaxaltecas: Tlaxcalan warriors and mercenaries deal +1 extra damage and their archers are the best Mesoamerican archers. Tarascan spear throwers and spearmen are the best among the equivalent Mesoamerican units. Both can recruit coyote priests and arrow warriors.


    Apaches: Unarmored light spearmen are incorporated on horseback and on foot, using Chichimec units, but with their own texture. Archers are now much more specialized and different between the three classes. The rabbit boys are very numerous and have free maintenance in the villages. Apachean Scouts run faster and can deploy stakes and hide anywhere.


    Chichimecas: Thunder braves, horse archers, and Apache braves are incorporated, using Apache units, but with their own texture. Bravo Apaches are weaker, equivalent to Mesoamerican spear throwers. Zacatecos run faster (Slightly less than Apache Scouts) and can hide anywhere. Zacatecas archers can deploy stakes.
    Last edited by Toranks; May 31, 2021 at 12:53 PM.

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