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Combat Rebuild: 05 City

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Mod version:17,2,1
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About This Mod

description_0 Combat Rebuild: 05 City
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This is the 05th part of Combat Overhaul, this mod will be divided into 5 parts, each of which will be laid out separately here on mod.io.


Part 01 Ships

AI Part 02 (Light)

AI Part 02 (Normal)

AI Part 02 (Hard)

Part 03 Pirates

Part 04 3vs1

Part 05 City



Welcome to Combat Overhead, a mod that changes the way Ai fights, builds, and uses new ships.

If your computer is budget-friendly, please note that there may be a problem with part of the 02/03/05 of this fashion, I have 32 GB of RAM and a decent processor.


The lightweight AI is removed, and now you can only choose between medium or hard AI, and no AI will be the same or different obstacle as vanilla.

The personality has not changed, so Bente, Willy, and Qing will still be the most peace-loving, but when the war comes, they will not retreat.


Depending on the Ai you choose, they can remain at peace with each other or wage war against each other.

If they are fighting each other, they will always lose ships to each other, and this will prevent AI from creating a large fleet and create many threats to you.

So choose AI that is as similar as possible for the most difficult vanilla diplomacy game:

- Hunt, Bente, Qing

- Bente, Willie, Qing, Mercier

However, if you really want a 1-for-3 game where all Ai remain on the same team no matter what, use the 04 mod part.


Also do not disable the provider when starting a new game, because you will need to buy items, if you do not equip your ship with good items, you will not be able to win the battle.You can equip your ship with good items. Items are key, find out which combination is best for a particular ship, and even if some of them are like tanks, others deal pure damage, or perhaps pure artillery (mortar/gun), you can use these items to create your own favorite setting.


And it's best to put fertility on "a lot" because AI can be easily blocked from development just because it can't get enough islands with certain fertilizers, because even AI can use items to get more / other fertilizers in the new game, it's best. This is especially true for players who choose to play without Cape Trelony, these players have to choose the biggest "starting world size" because they only play in the Old World.


I strongly recommend that you use the fashion parts 01/02/03 together and do not rename the folder.


----------Technical details ----------

*****************************************************************************************************************

-Part 01 adds new ships to the game for players and fixes standard ship skins, it also allows AI to build these new ships, but nothing else in AI has changed so you will still play with AI disabled.

At the bottom of the description, I will add a "Ship Unlock List" detailing exactly when to unlock all ships, new ships will not appear in the dockyard menu until certain requirements are met, for example, the first new ship "Royal Galleon" will appear again with 500 masters and unlock with 1500 masters.


-Part 02 is a real deal, and it completely changes all AI in an important way, they build faster, they build more ships, and they build more defenses.

To make Part 02 work, you need to [Start a new game] or [Destroy AI and revive it at an AI dockyard*


-Part 03 is for pirates, it revises how pirates operate. The recommended difficulty level for pirates is "normal". If you put them "hard," you only make it unrealistic, they will build ships very quickly, seriously, just leave them "normal."

For Part 03 to work on the current save, you need to make sure that both pirate bases are alive.


-Part 04 is for the AI team and it will remain in effect as long as part 04 is enabled, AI will be combined with each other for 100 reputations.

You can turn it on or off whenever you want, but if you turn it on and then turn it off, AI will still have 100 reputations, and depending on their personality (they naturally love or hate other AIs), they can either remain highly reputed and peace/alliances, or eventually downgrade their reputation and go to war.


"Part 05 changes the way AI builds their cities, they use more building styles and they use more parks, natural trees and even empty spaces.

To make part 05 work, you need to [Start a new game] or [Destroy AI and revive it at an AI shipyard*


*AI Shipyard is a mod from the "Spice It Up" mod collection.After creating a new AI, you need to see a map that the AI will solve.From the moment the AI flagship is created, until the AI has figured out the first island, always look at the Old World map or the Trelawney Point.



I will explain each part in more detail:.


Part 01:

- Vanilla skins - Fixed various problems with vanilla skins of ships, they will be replaced if you already had these skins.

- The Royal Galleon - a bit of self-defense and a merchant ship. Carry 100 cargoes to the slot. (Trading capacity has also been increased to 100/slot)

- Royal warship - stronger and slower than the battleship.

- Cargo vessel - a steam merchant vessel which is equivalent to a schooner but better.

-Monitor - This ship can be used as a warship or as a protected trade facility (now 4 slots). Enemy shooting speed reduced by 30%.

- Battleship - New fast warship at steam base, good for hunting single enemy ships. Slow down the enemy's shooting speed by 30%.

-Petrolier - An oil tanker that comes with a ready peace regime and carries 600 units of oil (don't take your gear off, you won't be able to equip it with another item).

-Refrigerator ship - almost identical to the "world-class refrigerator", which can be built without activating the Docklands add-on.

- Huge coal man - an expensive and very large cargo vessel with a huge capacity. Carry 100 cargoes to the slot.

"A battleship is heavy armor and well armed.

-Dreadnought - a large warship armed with heavy armor and teeth.

 -> Gets a serious debaff when attacked by the harbor defense because of its huge size.

 -> Permission through the institute is required, so you need the land of Lions add-on.

"AI will build new ships as well, but these vanilla AIs are still as funny as rocks and part 02 will appear.

- AI will no longer buy shares unless it repurchases the shares back to its own island.

- Visual - Some ships have been visually modified, for example, observation towers have been replaced and much more.

- Airship - All airships have almost doubled in speed, and the name of the original airship has been replaced, for example, "Hermes" instead of the long, unreadable name sounding in Aztec.

-Debris - The yellow wreckage arrow icon has been reduced, and the useless wreckage from the destroyed ships (Bente magazine, empty chest, clove, etc.) has been removed.

- Protection weapons - Fire, armor and anti-aircraft guns have been redesigned.

- Battle items - mortars, machine guns, flamethrowers, rocket fire, sea mines, airship bombs and corps elements - have all been recycled.

- Debuff - completely remade by Debaff Fire, Armor, Mine and Torpedo.

- Strengthening of world trade - reduced from +25% to +15%.

- Red attack sticker - Anno V. Starting from 15, these attack stickers around the ship are huge, but now they are much smaller and look almost the same as usual.

- Bugs have been fixed - wrong "Damage type" was set for some ship projectiles, items marked "Ship taken -% damage" now work correctly, and some ships do not work correctly.


Part 02:

- Build-AI builds faster, builds more ships, builds more fleets, attacks harder (unless they are at war with another AI), builds more defenses, and more.

-Harbor health increased, 1 or 2 ships will no longer be able to capture it in 10 seconds.

- Mines - All AIs now have sea mines around their shores, as they always do at Mercier’s.

- Advanced Shipyard - For AI only, they can build advanced battleships and advanced battlecruisers, slightly better than the normal version. Conventional steam yards continue to double power generation, as sailing yards have always done.

- Cape Town - AI will now also build steam dockyards and modern shipyards at Cape Trelawney.

- Port gun - again only AI, something for a new long-range port gun.

- Defense - Think again, if you think you can conquer everything only with a small fleet of ships, artificial intelligence will gradually but surely destroy their enemies equipped with guns.

- Bribes - More shore guns means more military power, and the way diplomacy works with military might has made it nearly impossible to make peace with the AI again in the final battle, so it will be easier for you to bribe the AI with money to get it back on track.

- Diplomatic prices - The value of money for AI diplomatic gifts, ceasefires, peace, trade, threats, all of these costs have increased significantly.

- No mercy - If they just conquer your island, the artificial intelligence will not assess your island, Nono, they come with ships and win, so they will not assess your island.

- Ground Bombing - Bombs are now allowed to destroy certain buildings on land, such as an empty commercial port on the Arctic Plateau, so that the player can conquer these plateaus.

- Acquiring Island Shares - The cost of capturing an enemy island with shares, you can still buy shares at the usual price to get extra money from an enemy island, but you can't just capture the island as you used to.

- Institute restriction - Creating items through the Institute now means that the cost will not increase forever, as in vanilla, and the limit is 25 thousand, 50 thousand rare, 75 thousand rare, 125 thousand epic and 250 thousand legendary for ordinary items.

-AI Ship Reinforcement - Players can use very good items to make the ship stronger, but AI will never use these items, so instead AI now has a powerful buff that applies to all of their ships that behave like a full set of items, which is essentially a powerful buff that competes with enemy ships. You should not disable the providers as this means that players need to use items to buy from them, and therefore you will have to buy items from them.


Part 03:

- Construction - Pirates will build faster, build more ships, use more diverse ships, build larger fleets and attack harder.

- Protection - pirate guns and harbor are healthier and cannon are more damaging.

- Red Pearl - Once the pirates build enough ships in the endgame, they will build their biggest ship, a big battleship, it's very powerful, and the artillery on it is very powerful.

-Captain Jack's arrow is a very good item that you have on your ship, which can only be obtained by destroying the Red Pearl or by conducting a legendary pirate expedition.

- Duration - The cease-fire has been reduced from 120 minutes to 50 minutes, and the non-aggression agreement has been reduced from 300 minutes to 120 minutes, so that in general they both now last twice as long.

- Diplomatic prices - The value of money for pirate diplomatic gifts, ceasefires, peace, trade, threats, all of these costs have increased significantly.

- Base Destruction - If you manage to destroy a base of pirates, they will eventually return with a huge fleet and be rebuilt, with a duration of 2.5 to 1.5 hours.


Part 04:

-The AI-AI team will be united with 100 reputations of each other and will remain so throughout the game.


Part 05:

-Urban planning -AI builds more variations and styles of home, so AIs like Gasparov used to build in the same style, and all homes facing the same direction will no longer be repeated.

-The layout of the park -AIs uses more trees and other "green" props to make the city more visible in general and how they are located around their city.Naturally, before I discovered that their city looks like a dull concrete block.

- Natural trees - AI grows around the house, and AI sometimes builds to show that other buildings and props won’t fill the gap, and those gaps won’t be filled.

- Stone Trails - AI will now build stone trails into the Old World, Cape Trelawney, the New World and Africa.

-No wooden bridges - AI and players will now build only stone bridges, previously AI built wooden bridges, but then they will upgrade them to stone bridges, and the bridge needs 0 stones.

----------Update ----------

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Go to the Anno1800\mods directory and remove the previously installed folder from Combat Overhead.

Please install a new folder from the latest version.See the Installation section below for more information.

Do not save the old folder when copying and pasting new files to the old folder.



---------- Installing ----------

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to extract.Compact the file and place the following folder in the "Anno1800\mods" directory.


-[Gameplay] 01 Ship overhaul

-[Gameplay] 02 Artificial Intelligence Overhaul

-[Gameplay] 03 Pirate overhaul

-[Gameplay] 04 Battle Rebuild 3vs1

-[Gameplay] 05 Rebuilding the city


If the mod is set correctly when you open the game, you will see "found mods" in the lower left corner of the game's main menu to see if the mod is working, you can launch a new game, and in its creation menu you will see if Bente, Willie, and Qing are working 2-star AIs.


To use Part 2 or Part 3, you must activate Part 1.

Parts 4 and 5 are autonomous and can be turned on or off independently of other parts, choose your own mods.


Repeat:

Part 01 is autonomous.

Part 02 requires part 01.

Part 03 requires part 01.

Part 04 is autonomous.

Part 05 is autonomous.



*****************************************************************************************************************

---------- Simple mod - Switch between regular and complex ---------- complexity

*****************************************************************************************************************

 Do not install all 3 of them, just install part 2 once and choose between Easy / Normal / hard.


You can change the difficulty of saving as you play, but that won't cause any problems.


- The difference between the complexity of the fashion easy/normal/hard:

 Lightweight fashion complexity: AI builds fewer ships, fewer defenses, AI has no naval mines, and AI ships are slightly weaker.

 The difficulty of conventional fashion: AIs builds conventional ships, conventional defense, and AIS has maritime mines.

 Complex fashion complexity: AIs builds more ships, common defense, AIs has sea mines, AIs builds steel ships only in the endgame.


---------- Compatible with fashion ----------

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- Not compatible with "Ruins of takeover", make sure you remove * this mod. This mod literally gives you an artificial intelligence beacon that allows players to access AI ships, buildings, and passive buffs (which upsets the balance). An AI beacon is an AI-specific building that should not fall into the hands of the player. In addition, if AI conquers an island and remains, that AI cannot be developed on that island and gets stuck.

For these reasons, a combat repair automatically shuts down the ruins at the time of purchase.

- Not compatible with "Military Mode", make sure you have removed this mod*. (The same settings and ships are in combat repair)

- Incompatible with "Guys hard AI", make sure you have removed this mod. (The same settings are in the battle update)

- Be sure to remove the mode that is not compatible with the "Researchcosts hat element". (The same settings are available in the battle update)

- Incompatible with the Battleship and Battleship mods (ships will be added as part of the combat upgrade), the mods will probably still work, but it will give you the same ship twice, and the other ships will also be balanced.

"Fashions like Kingsgrove change the pirate faction by adding a new base for that faction on a new map, and if you use Kingsgrove, pirate Harlow can "rebuild" it.


* How to remove mods "Ruins of takeover" and "Military Mod", which have not yet installed "Battle Overhead":

- Download the current game save where "Ruins of Takeover" and "Military Mod" are still active.

- Remove all new ships from War Fashion and remove any AI beacons you may have received from the Grab Ruins.

- Save the game and exit the game.

- Remove "Grab Ruins" and "Military Fashion" from the list of mods.

- Download the last saved game.

- Save the game and exit the game.

- Install "Battle Update" and continue playing with the last saved game.


* How to remove mod "Ruins of Takeover" in already installed "Battle Update":

- Remove "Ruins of acquisition" from your mods list.

- As long as you have never captured AI Lighthouse, you can continue to play in your current save.

- If you own AI Lighthouse, you can choose [You never own any AI Lighthouse] or [From before installing a combat update and uninstalling AI Lighthouse].


* How to remove "Military mod" in the already installed "Battle update":

- Remove "Military Mod" from your mods list.

- Go back to your previous save before you set "Military Mod".

- Slap in the face because "Combat Overhead" is an updated version and extension of "Military Mod". 



*****************************************************************************************************************

---------- Game errors ----------

*****************************************************************************************************************

-Warning 1 (Capture enemy beacons): This message is to unlock Dreadnought and Petrolier, may appear visual error, you can unlock them.


-Warning 2 (23,000 hp limit): Ships with more than 23,000 hp can explode instantly, which usually means that this error will not occur or will not occur if the ship is at full power.

Thus, if you put too many +HP items in Dreadnought and its health exceeds 23.000, it will instantly explode when loading the saved game, when this ship is damaged.

This error manifests itself in three ways: the first - more than 23 thousand and saves while the ship is damaged, and reboots its save, the ship explodes, the second can blow another ship after rebooting its save, it also goes into, the third - if you have a really high HP level (for example, +32 thousand), it can be used for recovery. The ship then explodes instantly.


- Warning 3 (Pirate Rebuild Quest): When the Pirate Rebuild Quest begins, a 30-minute timer will be displayed, another 90 minutes will pass, and another pirate fleet will arrive, then another 30 minutes before they rebuild the base, reboot/save the game within that time to cause a reset and the task will disappear. No.


- Warning 4 (Piracy Restoration Task): If the player is at peace with pirates and the pirate base is destroyed by any AI, or uses pirate items (letter of marque, black flag) To correct this, you must declare war on that particular pirate when the pirate fleet appears, and then the next pirate fleet must rebuild the pirate base.


*****************************************************************************************************************

---------- Change the ---------- yourself

*****************************************************************************************************************

Install Notepad++ or Visual Studio Code and edit the code (don't use a normal notepad, it's a good idea).


*** Change the speed of the ship's assembly from AI***

Actual AI (not pirate) has a value of 1, which you can easily change yourself to build a ship faster or slower.

-Anno1800\mods\[Gameplay]02Combat Overhaul Go to AI\data\config\export\main\asset and edit the asset.xml file in notepad++

- Edit lines 28 and 35


0.6

This is 1 = 100% how fast all AI builds a ship, so 0.6 = 60% if you have a ship that takes 6 minutes to build an AI that takes 10 minutes to build, reduce that value to make the AI build a ship faster, or increase it to build a ship more slowly.


*** Disable AI Sea mine.***

-Anno1800\mods\[Gameplay]02Combat Overhaul Go to AI\data\config\export\main\asset and edit the asset.xml file in notepad++

- Search1and do it for each AI.

Changing the -1 value to 0 will stop AI from laying new sea mines.

- If you play in Easy difficulty mode, the AI Mine is already disabled including Mercier, but if you play in normal or hard mode, you can also play in Easy difficulty mode、


*** Yellow wreckage arrow icon***

If my change to this icon seems too slight to you, you can easily go back to the way it was in the vanilla game.

-Anno1800\mods\[Gameplay]01Combat Overhaul Go to Ships\data\config\export\main\asset and edit the asset.xml file in notepad++

- Removed line 355 from line 383


I can't create a mod that everyone will be happy with, so choose the one you like yourself.

You can change these things while saving the game whenever you want, but it won't cause any problems.

If you decide to edit another code in my fashion, please act immediately, but if something doesn't work, it's your responsibility.



*****************************************************************************************************************

---------- in merit. ----------

*****************************************************************************************************************

- DanyNexus for military fashion, which was the basis on which the combat update is based, however the mod has been completely rebuilt and expanded.

- Ghostbuster for Battleship fashion, Ironclad fashion and Pyrphorian texture.

- shane868 for battleship texture, armadillo texture, giant coal mine texture, cargo vessel texture, world-class refrigerator texture and new ship icon.

- jje1000 for battleship texture.

- EadweardMylae for fishing boats.

-Search issuance for AI/Alliance reputation triggers to enable AI commands and fix by using their Dreadnought/Great Eastern cost tooltips.

- Good people on the discord server "Anno Mod-Corner International" helped me to understand how to modify (in particular, VALiiiUM, Taubenangriff, muggenstuermer and many others).



*****************************************************************************************************************

-------------------- guid used

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From 6700000 to 6870033, the exact Guid is specified in Anno1800\mods\[Gameplay]02Combat Overhall AI\data\config\gui\texts_english.xml.

-------------------- Permissions

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-This mod will never be downloaded or used anywhere else, even in the fashion list, with my mod never get any monetary benefit, even free donations/patreon/etc, no fixes/substitutions/requirements to my mod are allowed.

- Do not bother yourself with a question of permission if the website does not provide you with the ability to delete your own files permanently, without recall / unlimited delivery.

- I reserve the right to change/revoke these permissions at any time and you must agree to the modified permissions in the future regardless of any circumstances.

- Any modification, use of content or translation of this fashion will require my explicit permission, please contact me.

(I know these permissions sound silly, but I need to protect myself from what happened on Nexus, as well as from the fact that people are not on the fashion list)



*****************************************************************************************************************

---------- List of unlocked ships ----------

*****************************************************************************************************************

Schooner @150 people

, gunboats @150

Modernized Gunboat @Port - Office items for players, @150 AI workers

Frigate @1 Master

Superior frigate @ Harbor - Service items for players, @1 Master for AI

Clipper@750

@750 Masters Battleship

Royal Galleon @1500

Royal Navy Ship @2000 Masters

Superior Royal Galleon @ Harbor - Player Service Items, @2000 Masters for AI

Improved Royal Warship @ Harbor - Player Service Items, @2000 Masters for AI

Oil tanker @ Power plant construction

Anti-aircraft observer @1 engineer

Cargo boat for 250 people

Observer for 400 persons

Enhanced Monitor @ Port for Players - @400 Office Subjects Engineer, AI

Flame thrower monitor @400

Cargo ship @ 500 engineers

Armored @500

Battlecruiser @500

Refrigerated Ship @2000 Engineer

Giant coal miner @4,000 engineers

Battleship @5,000 engineers for player, @3,000 engineers for AI

Advanced battlecruiser @Archibald or Isabel as sold ship for player, @5000 engineers for AI

Advanced battleship @Archibald or Isabel as sold ship for player, @5000 engineers for AI

Blue flamethrower monitor @1 people + 750 people (players only)

Dreadnought* @5000 investors for players, @6000 engineers for AIs

Petrolier @7000 (players only)


* To make a dreadnought visible at a shipyard like Great Eastern, build a World's Fair, complete a Floating City assignment for Archibald, and collect the lion's share.

If the shipyard doesn't see Great Eastern, it doesn't do these things, and since both ships rely on permits, it doesn't even see a dreadnought.

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Game Version *

0 (963c606021db5ddcc146c05e0b12d6ce.zip)