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View Full Version : More Quivers for Pahlavans....



Atraphoenix
08-23-2008, 15:43
Hi, historically as far as I read about the history of parthians in many places it says that Parthians used supply wagons namely even for hours of arrow rains they had extra arrows. that you can ask Crassus sorry already dead :laugh4:

did the EB team apply this to the mod?

I am quite happy on your your presentation of Pahlava.

Against no armour or lightly armoured troops HAs peppers them easily but of course against elite hoplites
I did not expect them to annihilate them .

this is my experimental ratio for HAs

one unit of HAs

no armoured spearmen %90+

lightly armoured % 40 - 60

heavily armoured (elite mostly phalanxes) %10-

this is my experiments that may change for you.

yes we have an option for unlimited amno but I never use it and do not want to, either.

As I read in TW forums amno is hardcoded, too.

I do not aim to change although it is very easy to change in EDU.

What I want to learn is will the kingdoms.exe enable this for HAs or not.

all in all I just want to learn your experinces. Because Argyraspides (Hellenic Elite Phalanx) are a nightmare for me and I am using alex and it gives "AI retraining" you know...

Kardakâ Arteshtâr (Persian Hoplites) is my only hope at the moment at least I expect them hold line
while cataphracts outflank them. really have no idea,

I love alex but if this goes like that I will go back BI.exe?

Thanks beforehand :laugh4:

||Lz3||
08-24-2008, 17:12
personally I dont find the retraining to be an issue... inf fact they don't retrain that often...<.<

Skandinav
08-24-2008, 20:07
personally I dont find the retraining to be an issue... inf fact they don't retrain that often...<.<

Almost never actually.

I have thought about how to implement an additional supply of arrows for HA´s too but in respect to balance, game-mechanics and gameplay I still believe that the current method of resupplying after a tactical retreat is the most viable option.

Atraphoenix
08-25-2008, 10:14
Missile range: Min 20 (at least for javelins), max special. Experimentation, experimentation. Every projectile has an effective maximum range as well, indirectly determined by the velocity and angle ranges specified in descr_projectile_new.txt; increasing this file's range sufficiently will require you to increase the velocity and/or angle range in that file for the change to work properly. Later versions of RTW give an error message if the velocity doesn't allow the stated range. More range than is possible will be effectively reduced to the maximum possible for the velocity.
Missile ammo: Min 2 (but 0 is okay as well), max ?. Experimentation (and guess). Note that ammunition is determined per man, not per unit, and it apparently counts even men who don't actually use the ammo, such as drivers of chariots (experimentation). Ammunition use is tracked per unit (I'm pretty sure), not per man, so if only half of your unit is firing at their target, they'll effectively have twice the ammo.

by Default Hard-Coded Limits

so I bit confusing :dizzy2:

best way is trial and error methinks...