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Lord Zimoa of Flanders
06-25-2004, 20:56
Discuss,invite or challenge someone on the HTW battlefield

CZoF http://www.totalwar.org/forum/non-cgi/emoticons/gc-curtain.gif

youone
06-27-2004, 20:36
Hi anyone up for a battle
Youone@aol.com
keep it coming http://www.totalwar.org/forum/non-cgi/emoticons/gc-computer.gif http://www.totalwar.org/forum/non-cgi/emoticons/barrel.gif http://www.totalwar.org/forum/non-cgi/emoticons/smokin.gif http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

1dread1lahll
06-28-2004, 01:03
Very kool, Im waiting on pins and needles,... did you fix that unit upgrade/cost bug? or a least removed the bugged units from multi....

youone
06-28-2004, 02:33
Count Zimoa of Flanders

1dread1lahll


Am I right that no online tests have being do ?,if there have is any tester up for a battle, come on it's alot more fun playing against a human genaral,
any offers will be taken on v3.1 of course
http://www.totalwar.org/forum/non-cgi/emoticons/gc-computer.gif http://www.totalwar.org/forum/non-cgi/emoticons/barrel.gif http://www.totalwar.org/forum/non-cgi/emoticons/smokin.gif
keep it coming http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

Lord Zimoa of Flanders
06-28-2004, 23:18
Some testers have played online with v3.1 but wait for the public release so there will be more opponents.

CZoF http://www.totalwar.org/forum/non-cgi/emoticons/gc-curtain.gif

1dread1lahll
06-29-2004, 01:10
Ill play HTW on-line as well as Nap Medi and VI,,, I did play 2x online but with the bug I mentioned it was not really playable, soooo the units that were bugged are out?

mercian billman
07-03-2004, 17:33
Hi guys, I was wondering is HTW compatible with custom maps? Im downloading 3.1 right now. If anyone wants a game my email is tyler_barbian@htomail.com

CBR
07-04-2004, 23:00
I just downloaded the mod today.

There is a problem with unitcosts for missile units. Some of them are too cheap with the upgrade discount for missile units.

You can delete the upgrade discount in last column of the projectile stat file and that will remove the problem.

Otherwise its looking great. Good job guys.


CBR

ShadesPanther
07-08-2004, 00:38
Yeah I'll think Ill give HTW online a go.
panther__5@hotmail.com

and that is two _'s http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

komninos
07-10-2004, 10:53
Hi all MP guys,

We know about the low cost missile unit problem. At the moment I cant find out what is causing it so a solution would be to increase there cost to 100 coins and hopefully they will stop doing that.

CBR
07-10-2004, 14:18
The solution is simple:

Open up the PROJECTILESTATS.txt, locate the last column(CustomBatleCost) and change all the values there to 0. If you use GnomeEditor its easy.

Ah actually its not the last column anymore as VI added 2 new columns for flaming projectiles but in GnomeEditor its still the last column shown.

I do find the cost of missile units to be rather cheap anyway so it could do with an increase I guess.

How did you come up with costs of all the units. You had a way of calculating it?


CBR

flip
07-10-2004, 21:13
CBR http://www.totalwar.org/forum/non-cgi/emoticons/medievalcheers.gif http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif

I tested your solution. We were struggling with this bug since the beginning. It works Spread the word. Just one question, this will affect calculations in campaign? What are the possible other implications? Komninos, e need you.

CBR
07-10-2004, 21:16
Turning the values to 0 will have no effect on the campaign. The cost/upgrade reduction for missile units were added in 1.1 patch and is meant to make upgrades cheaper for missile units in custom/MP battles only.


CBR

Lord Zimoa of Flanders
07-10-2004, 22:18
It works perfectly thanks CBR

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1dread1lahll
07-11-2004, 04:59
koooooooollll.... soooo now... you all gonna 'patch'it so we can play multi?

Lord Zimoa of Flanders
07-11-2004, 09:15
A temporary update file for the on-line players to solve the archer money bug.
Just copy/paste it into your HTW main directory.

Projectile update (http://htw.vespaservice.biz/PROJECTILESTATS.rar)

CZoF http://www.totalwar.org/forum/non-cgi/emoticons/gc-curtain.gif

L'Impresario
07-11-2004, 17:13
Hi all http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

First of all,I have to express my admiration and gratitude for the exquisite work of the HTW team. Although the SP is quite enjoyable, I'm personally interested more in the MP part as it could provide some good alternative game style, compared to the repetitive and saturated VI.
I 've already played HTW online and apart from the missile unit cost problem (thanks CB http://www.totalwar.org/forum/non-cgi/emoticons/bigthumb.gif ) , I 've noticed a weird flashing of mostly HA units, like Scythian Light Cavalry. This has nothing to do with system inadequacy, as other clannies have noticed it. Still, I haven't checked if this occurs in SP. Anyway, if the problem persists and occurs to more people then I'll try to provide more details.
Regarding unit sizes,costs and stats, I believe that there should be a different set of em when in MP. Ofcourse they were created to represent historical conditions as accurate as possible, yet -for example- the weak cav and it's large unit size, which makes accurate maneuvers quite hard, do point toward an inf-oriented game. I can't really comment on this particular feature yet as it needs more detailed testing. The use of very small units like elephants is another issue. In VI MP, kensai and hashishin type units are practically useless due to obvious reasons (getting swarmed, particular weakness to concentrated fire, initial charge by enemy can rout the unit instantly if caught unaware, etc).
What needs further explanation by the HTW team is the level of florins better suited for MP. This will provide also the basis for exploring the potential unit imbalances, as the cost for the basic infantry unit will be determined (for example in VI a fmaa v3 sets the cost at 860 florins), further enabling the modders to establish all other unit costs.
My personal oppinion (largely imparted to me by the particularly positive effect this decision had on another mod http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif ) is that no valor, wpn or armr upgrades should be applicable. Else, as it is already discussed to death, each unit will lose its uniqueness and differentiate with others in minor sectors like armour level or maybe one point of defense or attack.
It's a hard endeavor this one and I don't know if the good people who made all this possible 'll have the patience and will to work the MP part thoroughly. If more members of the MP community start playing the mod then it should be a worthwhile effort but sadly nothing new seems to interest most persons, unless it has a pseudo-official stamp on it (hmm very bitter i sound heh).

Keep those hoplons steady http://www.totalwar.org/forum/non-cgi/emoticons/gc-2thumbsup.gif

komninos
08-19-2004, 08:55
Hi all,

I posted this in an other thread but I think you will be interested too.

"Well this could be the ultimate Persian War mod.
There would be Greek Coalition under the Spartan flag and Athenian city emblems and a Persian side. Greeks will be able to get all south Greek faction units (Spartan, Athenian, Argive) while Persians will have all there units but they will be able to recruit hoplites from Greek regions that they occupy.
As Greek you would have to persuade the rest of the Greeks to follow you in the defense of Greece while Persians would have to by there way in to the rest of the Greeks and get there army to Greece.
Multiplayer house rules:
- Greeks should have armies no more than 8 units with only 1 or 2 light or light cavalry units of Greek origin (no Skiths or Thracians) when engaging the Persians.
- Greeks should not have more than 4 special units and only 2 of the same city state. i.e. 2 Spartan, 2 Athenian, 2 General Hoplites or 2 Spartan, 4 General Hoplites.
- Persians will be able to have any unit they like and a 16 unit army but in them only 1 would be of Greek origin."

komninos
08-19-2004, 23:31
Hi all,

Here is the litle mod described above.
just dump it in the working HTW (they work in parallel) and select the Persian war mod.

The Persian Wars Mod of HTW (http://users.otenet.gr/~timoleon/PersWarMod.zip)

Please use it in both MP and SP and tell me what you think.

Ldvs
08-22-2004, 16:52
I'm sorry to put this here but for some reason i'm not allowed to start a new thread, nor edit my messages...

So here are my first impression about Persian wars.

First, once again that was a good idea, but i think if you're neither the Greeks, nor the Persians, you're just dead, unless you wait for them to fight each other the whole game.

The Persians shouldn't be allowed to recruit on the greek territories or only as mercenaries : I found a persian armie with 33 full stacks in Macedonia (some with several hoplites) !!! and i'm not talking about the 100 others spread across the map. Fortunately you did a new economic model.

If someone could start another thread "Persian Wars", it would help a lot ~:)

komninos
08-23-2004, 23:57
Hi all,

Here are the files for a number of patches and fixes (hopefully) that people talk about. This is mainly for test so post your experience with it.
Things that have changed:
1. New charge system. Somebody said some time ago that we can go from –9 till 9 so this is implemented and gives better granularity for the charge values.
2. New AI preference system. The calculation now take in mind the preferred culture so Persians though they can produce hoplites they will not do it in large numbers but you have to report back on that. If you like the Persian wars system of locking ht units in to the areas please say so I can pass it to the old HTW production files
3. Support Costs. Unit support cost will be ~20% of the production cost. This translates to a lot of money for a big army and lots of initial hostilities since most factions will begin with negative income. This needs further study since you still get of a good + once you get some foothold (though by the time I did that I did not have a big army).
4. Production time calculation changed. This will slow you down a lot! Production times have nearly doubled. Now moral, armor, attack and defense values are taken in to consideration (not only moral)

Oh one more thing ... the files (http://users.otenet.gr/~timoleon/new-prod.zip)