Log in

View Full Version : The Swiss are DEMIGODS!!!!!!!!!



Swamp Thing
04-16-2003, 15:07
Ok, I am cursing myself so much that a new circle of hell has been created, but in hindsight I should have taken a screen-shot of this


http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif


Here is the scenario:

Its the late period, and the Swiss had just invaded the province of Provence (he he), which I dominated as the French.

The Swiss were led by their king, who was a 7 or 8 star general.

The game was also being played on expert.

They had a mixed force of pikemen, armored pikemen, crossbowmen and the like.

I deployed a six-star general, with many CMAA, a healthy does of Arbalasters and one or two heavy cavalry units.

Arranging my CMAA into a long single line, the Swiss were forced to split up and attack different sections, allowing me to encircle and cut them off. I also used my cavalry to sweep round the flanks and rout their missle units, before charging into the rear.

Overwhelmed by multiple flanking attacks, the Swiss either fled or were slaughtered.......................


Except for the king, whom seemed to possess a nasty talent for survival. Eventually I had 400+ CMAA engage him in h-2-h.

My god the scene was hilarious, one single man vs hundreds, and he WOULD NOT DIE. He appeared as nothing more than a tiny grey figure swimming in a sea of swordsmen, but he struck them down left and right whilst taking an unbelievable number of blows.

Eventually, after five minutes of combat with the speed adjusted to 200%, the Swiss king fell.

Let this be a warning, Swiss royalty possess powers far beyond the scope of mundane men

Leet Eriksson
04-16-2003, 15:14
hmmm,most 8 star kings are invincible i hope they fix this in the expansion.

Obex
04-16-2003, 15:16
How many kills did he have? You should be able to find this in log file.

Lord Of Storms
04-16-2003, 16:14
I read somewhere that Kings have more hit points than your normal soldier i.e I believe it was 30-40 HP for kings and only 1 per reg. soldier so that coupled with his command ratings made him appear invincible...

dunno
04-16-2003, 16:35
All normal soldiers have 1 hp. Generals have (I'm not completely sure about this) something like:

starting 4 hp
+ general's rank
+ 1/3 virtue bonus (e.g. Great Warrior, Might Warrior, etc)
+ royalty (4 for heir, 6 for king)

Not exactly sure on this but it should be close.

Lord Of Storms
04-16-2003, 16:53
Quote[/b] ]oh, BTW, here is a shameless rip of what i posted in another thread, it might be helpful...
be aware i was talking about how to improve an archer

by editing the projectilestats.txt, you can change:

-range, how far can the unit shoot 5000 units=100 metres, you will also need greater "Velocity" for longer ranges

-Velocity, how fast does the missile travel. this makes the projectiles more accurate when shooting moving units, especially at longer distances

-Accuracy, the closer to 1, better (good for reducing friendly fire in melee battles)

-Lethality, one of the most important factors in the efficiency of a weapon. multiply this value by 18 (bydefault, not always i i will explain) and you get the percentage of a kill if the arrow hits a soldier.

-Power, measured in hit points taken when hit, used mainly for siege weapons. Even if your archers cannot hit walls, this makes it easier to kill kings, generals and unit commanders and lieutenants (the guys with the little triangular flags), kings/generals can take 10-30 hits (depending on luck, vices, virtues etc..) commanders have about 5-8 and lieutenants 2-4. most normal troops have 1 HP.

-Armour mod, the effectiveness of armour against this projectile, 1 is 100% and 0, 0%. For example, a knight has armour value 6, and the armour mod of the arrow that hits it is 0.5, the the damage/killing calculations will consider the armour as being 3.

-Reload time, pretty explanatory, i think it is in seconds, but im not sure

-Shoot immediated, if no ("n") the unit will have to reload before firing, not after. doesn’t make that much difference for archer, who have short reload times

-Reload moving, again, not much effect for archer for the same reason, defines whether the units can reload on the run

-Isgun, if yes only the first rank will shoot, then revolve so the others behind can have their go, leave it at no for maximum efficiency

-Try high, it is already yes, so they can shoot target of their line of sight by aiming at high angles (a hill or wall in-between)

-FireInRain: Can the weapon fire in the rain. Doesn't apply to artillery

-MinAngle: Minimum angle the weapon can fire at. 90 = vertically up.

-MaxAngle: Maximum angle the weapon can fire at. 90 = vertically up

-AccColDec: y if this projecitle should always accurate collision detection against models. This is computationally expensive

-LaunchFX: Name of sound effect to use when artillery fires. Note this is a name internal to the program and does not refer to a wav file

-Model: Name of the model used for an artillery piece

-bounce: y if the projectile can bounce

-minCrew: The minimum number of crew needed for an artillery piece

-numSoldiers: Affects loss of effectiveness as crew is reduced. Must be greater than minCrew
Effectiveness = SoldiersInUnit / (numSoldiers - minCrew)

-TurnSpeed: Turning rate of artillery pieces that can turn. Set to 0 for pieces that cannot turn
-ArtilleryReloadTime: Reload time of artillery. A value of 140 indicated 10 seconds

-FieldOfFire: The horizontal cone of fire for an artillery piece. It must turn (if it can) to engage targets outside this arc

-SafeShots: The number of shots an artillery piece can fire before it has a chance of exploding

-Safety: The chance of a gun exploding with each shot once it shot more than "safeshots". Multiply by 100 for a percentage

-HitXXX: The 5 hit values define what happens when the projectile hits various items

-blast radius: when it hits something, the projectiles (arrows) will "blow up", killing troops in a radius described in the field 50 units = 1 meter

-BlastKillChance: The percentage kill chance of a soldier in the blast radius being killed.

now this is theoretical stuff, based on my observations:

-to determine if the arrow hits a soldier, the program will atke into account the heigh and radius values the unit targeted has in the crusaders_unit_prod11.txt file.
-if it is a positive hit, then the chance in percent to kill a soldier is the lethality value multiplied by 18. this is the base chance, but it will be affected bt the unit's armour value, shield size and shield modifier value, all of those can be found in crusaders_unit_prod11.txt.
thus bigger units are easier to hit, but that doesnt mean easier to kill, as if they have heavy armour, a large/pavise shield and a full modifier (1) and get hit by low lethality arrows they will be VERY hard to kill.

Edited by Lion King on Jan. 01 2003,23:46
Back to top
--------------------------------------------------------------------------------

Taken from a post in a Dungeon thread :Projectile Stats, Dunno, this is where I read how many hits supposedly a King/General can take of course this probably includes modifiers,I just wanted to pass this on. I did not come up with that figure myself... http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

A.Saturnus
04-17-2003, 11:50
Given that a Swiss king is as unhistorically as can be, why not let him have superpowers? http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif

ShadesWolf
04-17-2003, 12:50
I must admit problems with the Swiss does not suprise me.

While I was producing my SP guide for the English on Late, I was removing the French, and I had a few problems dealing with the Swiss.

I found them to be very agressive and totally unfriendly, they just seemed to attack any and every landmass around me. In fact in the end it was they that eliminated the French and not me.

I took me an aweful lot of time and money to kill the Swiss off......