View Full Version : What units in SP need tweaking?
torsoboy
11-23-2003, 23:22
I'm trying to identify units that really need some more punch and trying to tone down some others. So far I've only seriously played Byzantines, HRE, Turks, English and French. I'm aware of MedMod, but I'm a stubborn boy who needs to do it my own way. That said, suggestions are still welcome.
My changes at this point are:
(Muslim) Peasants: are now 180 strong instead of 100 and cost 50 gold to produce. I've also upped their attack and defence by 1. I've reduced the likeliness of them being built. In my testing, these peasants still die in droves, but hang on because they can take a hit. This prevents some chain routes so common in computer fights.
Hobilars: Charge speed upped to 22, because I felt they were a bit slow.
Feudal/Chivalric/Gothic footknights: can be built, and have the same requirements as their mounted brethren, sans horsefarms. The Feudal footknights are great, but are very vulnerable to attrition. I feel that they are worth building but not overpowered. Maybe they should be a bit more expensive.
Templars/Teutonic/Hospitallers/Santiago Knights: can be built, and have the same requirements as Feudal Knights, but need a Chapter House instead of Royal estates. I did this because I hate not being able to retrain those cool knights that come with the crusade. They now have the same stats as Feudal Knights, but with some twists. Templars still have a worthless charge but get +1 attack and +1 defence. Teutonic get +2 charge. Hospitallers get +1 armor. Santiagos get +1 defence.
I do like the fact that there's a choice to be made: royal or holy knights. Out of the four, Hospitallers seem to be on the short end, but they can change to Hospitaller footknights which makes them more flexible.
Swabian Swordsmen: Can be trained in Lothloringen, Swabia, and Bavaria. They have a valor bonus in Swabia. They can be trained until THE END OF TIMES. These are my favorite addition in VI, just had to make them available in more provinces.
Crusades: are made very expensive, 4000 to be exact, and 12 turns to build. It may seem a bit overkill but I really really loathe the fact that the computer likes to send very unable men to the holy land just to die and then their influence drops and voila: civil war.
In the Early campaign I have upped the HRE emperor's Dread rating to 6. This gives them a good chance to avert civil war. I would change influence instead of dread if I could but I can't find that value anywhere in names/defaultheroes.txt.
The Town Watch/Guard/Militia/County Militia has been altered so it does not need Citadels or Fortresses. It has always seemed a bit silly to me that Switzerland or Flanders needed a fortress to be able to train militia troops. Besides, this quickens recovery from pillaging invaders. It also represents the change from feudal armies to state troops. Whereas knights would spend lots of money to build castles, guilds wouldn't be as wasteful. Maybe I should tie these to Merchants, to better reflect the influence of guilds.
Handgunners can now shoot just as far as archers, and Arqubusiers shoot as far as longbowmen. Their accuracy has been upped by 2%. Before this change I felt that they were very useless. They are now a quite viable choice. They still lose in an outright shooting match with arbalesters, but have their uses. In mass, an arquebusier volley is just too cool. I think I should increase their likelyhood of being trained. This is my favorite tweak by the way http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
Before my tweaking the English would ALWAYS defeat the French (could be coincidence though) and the Germans would ALWAYS split up in civil war. After my tweaking the French come up on top more often, and the Germans are longer lasting (pardon my sexual innuendos).
I'm fairly happy with the results so far, except that I'd wish the computer would tech up faster. Any suggestions on how to do this?
Aymar de Bois Mauri
11-24-2003, 04:45
Good topic you got here. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Well shall I start?
A lot of people agree with you for sure, myself included.
Some units really need tweeking if you want them to be viable. That is, I believe, one of the reasons that leads eventually to mod-making.
I also changed some of the units stats and I will do it to Crusader units eventually. I think your changes were justifiable.
Besides the Crusader units being able to be built, in wich you're absolutelly right, another change I agree is the Town Watch,... problem. You're right in changing the fortress-citadel requirements. They're not to my liking.
But there is one or two points I don't agree with you.
As far as I know, if we want to be historically accurate ( a little bit at least http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif ), we must know that the tide towards gunpowder weapons only started during the last gasp of the Middle Ages. And they were really only trully viable during the Renaissance Period. So the stats might be improved, but I wouldn't change them as much as you did.
Nor would I change the peasents. That change probably allowed more peasents in battles and not less. I wouldn't want that. Am I wrong?
The crusades are already a nag to build, but you increased the cost and time? I wouldn't do that.
Then again, what do we really want?
Historical correctness or better gameplay?
I believe that is a matter of personal taste. It's fun to change some stats but we must be carefull not to unbalance the game.
Don't misunderstand me
I'm not saying you did. Besides, it's none of my business
Everyone should play the game the way they want.
As for your last question... I have no idea http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
Brutal DLX
11-24-2003, 09:27
I like the idea of the militia buildings tied to the merchant ones, however that would mean not every province could build them, as some provinces just don't have any trade goods. If anything, I'd reduce the militia building req needed for pikemen also to citadel size castles. That would be enough to see them built more often.
The other changes you made are more specifically tailored to your personal prefs, I think. I wouldn't do the same, especially the handgunners shooting as far as archers. Arqs may use a little more lethality, but the range they have now is ok.
If you really want to tweak a unit, then start with Lithuanian Cavalry. They just suck, especially with their building requirements. Also the organ gun may need a little fixing, the range is just too short, a 50% increase would be good.
Overall, I have to say it's good to be able to mod a game as easily as MTW, I wish more games were like that.
torsoboy
11-24-2003, 11:07
Thanks for the replies http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
My tweaks are foremost gameplay related. I'm trying to make more units a viable choice, hopefully creating armies that are a little more varied but still fun.
At your suggestions I have toned down the ranges of handguns and arquebusiers. This still needs to be tested, but as of late handguns do not shoot as far as bows but still further than they used to. Arquebusiers shoot further than bows but not as far as longbows. They both still can be outshot in a shooting duel, which is my most important criterium. I've read somewhere that longbows were further shooting and more accurate than guns, even in the late Middle Ages. Guns were more successful because troops were easier to train and maintain, which should be reflected in their upkeep. I'll look into this later.
As for the peasants I feel that they are about right. One way to deal with troops that are worthless is to remove them entirely, another is to make them not worthless. I've chosen the latter, because I think peasant levies were a significant portion of armies back then. I find myself building peasants too, and not only for garrisoning. I've seen peasants hold against feudal foot knights. There's no more mindlessly charging into them knowing you'll win. I'm thinking of making them EARLY, HIGH only though.
Also, Brutal DLX you are right about not every province being able to build militia. I'm thinking of Merchant buildings giving them more valor, or weapon/armor upgrades instead of them being a requirement. It would seem to me that richer areas would equip their troops with better stuff. Now I just need to find out how to do that. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
I've never used Lithuanian Cavalry before, but probably it's because they suck http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif. I'll look into these. Aren't they just Polish Retainers but with insane building requirements? Edit: You're completely right, they DO have insane building requirements and they DO suck. I have no idea what these guys are supposed to be though. They're local nobles, not as hard hitting or as heavily armed as their Western counterparts. Perhaps they should be faster? Something in between Alan merc and Polish Retainers, that could be fun.
I've also changed gendarmes so they can be trained much earlier. They still are a LATE unit.
Brutal DLX
11-24-2003, 12:35
Polish Retainers are a fine unit. Now if Lithuanian cav had even remotely the same stats, they would be a viable choice. I'd bring them closer to Retainers, stat-wise, but they should have a worse charge.
The relation I envision would be like the one between Faris and Ghulam Cavalry.
I don't mod unit stats because I also play MP, and modded units in SP kill my feel for how the units behave unmodded in MP.
Aymar de Bois Mauri
11-24-2003, 16:32
Relating to what BrutalDLX said, I haven't yet been able to train Lithuanian Cavalary ( weird, I know http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif ), so I'm pretty much in the dark in relation to their stats and usefulness...
BrutalDLX is also correct in stating that some provinces can´t build pikeman or halberdiers if you associate them with Trade buildings. Some other way around the problem must be found.
Since I haven't ever played MP in MTW or STW, I don't have the problem of loosing the feel with untweaked units. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
My changes to MTW relate specifically with CrusadersUnitProd and ProjectileStats and a aborted project to include the Portuguese faction (due to the existence of BKB's SuperMedieval mod, wich seems awesome to me ). I haven't tried it yet, but will eventually http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif
As I was saying, the unit changes I performed concern 2 specific points:
CrusaderUnitProd:
-Feudal, Chivalric and Gothic Foot Knights are now trainable. Same stats but without the need for horse training facilities. 30/60/90/120 men units depending on unit size choise. Training and maintenance costs increased to allow a chance for Feudal&Chivalric Men-at-Arms and Halberdiers to be much cheaper to train than the Foot Knights, not to unbalance the game.
-All units except Celtic & Slav warriors and Viking Thralls (all Early only) are trainable in all eras. Tweaked training and maintenance costs to allow a balance between the available units. Of the remaining Viking units only Huskarles and Housecarls can be trained.
-Byzantines can build Armoured Spearmen (Spearmen's Workshop + Armourer) and Pikemen (County Militia). I know, I know: WHAT? THEY ARE ALLREADY OVERPOWERED. Well, historically the Byzantine Army had in their ranks mail-clad Spearmen (Skutatoi), who could also fight with swords and shield if need arose. And lets not forget the heritage of the Macedonians (6m Sarissae) and Roman Armies (Hastati spearmen). The fact that CA did not allow the training of those units was probably a question of balance and the fact that during the last 700 years of their history, the Byzantines fought essencially against the Eastern System of warfare (light cav & horse archers allways skirmishing and avoiding contact). For that reason they focused on fast moving units like HA and the like. There was no need for anti-shockcavalary units (Western System of warfare). But they could produce such units and also Extremelly Heavy Cav like the Klibanophoroi (CA cals them incorrectly Kataphratkoi). The Klibanophoroi aproached the enemy without really charging. Instead they used heavy weaponery (probably Maces) and destroyed the enemy trough atriccion, a bit like Gothic Knights in MTW. Besides it will only really change the game if we start the game in Late Period, due to the building requirements.
Kataphratkoi=Armoured, not Heavy Cav or Heavilly Armoured Cav. It could be any armoured unit.
And last in relating to units, but not least important:
-Crusader units trainable trough Chapter Houses. Costs still need tweeking. Still working on this...
Question: Isn't it strange that the Templar Knights, known in those days troughout the land, by their disciplined and coesive charge with lances are represented in the game only with swords and a very strong charge???... http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
ProjectileStats:
-Five type of archers projectiles:
-Short Bow
-Composite Bow (greater range, between long and short)
-Mounted Short Bow (less acurate than the Short Bow)
-Mounted Composite Bow (less acurate than the Composite Bow)
-Long Bow
This bow changes are necessary to reflect a more historically acurate game. I know, I'm obsessed http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif
-Increased slightly the range of handgunners and Arquebusiers.
Well, after this long and boring speech (sorry http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif ), I will leave you to your own thoughts and will be waiting for a few comments...
Brutal DLX
11-25-2003, 10:49
Nice changes, Aymar.
But again, I don't mess around with the crusader units, I like to get them by crusades instead of building, so you never know what you are going to get..it's fun. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
As for the Templars, I suppose they got swords to also represent their strenght in melee fighting, and as long as they still have a great charge, I'm willing to overlook the fact that it's hard to have a good charge when you are only armed with a sword. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
The only change I made concerning the Footknights is that any Catholic faction can build ChivalricFootKnights (60 men default) in Ile de France, and HRE and Italy may train GothicFoot (also 60) in Brandenburg. I didn't integrate FeudalFoots as you can get them relatively easy by dismouting Feudal Knights or hiring a few mercenary Druzhinas.
I think it's ok to give the Byzantines Armoured Spearmen, and if you really want to change the cavalry, I think some guys around here already made some excellent (and more historically accurate) units for the Byzantines, like equipping Kataphraktoi with bows, IIRC. Perhaps you can tie soem of the powerful units for the Byzantines to specific eras,e.g. Pronoai are not available in Late anymore, so to reflect the decline of the empire.
Aymar de Bois Mauri
11-25-2003, 17:26
Quote[/b] ]Nice changes, Aymar.
Thanks http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Quote[/b] ]But again, I don't mess around with the crusader units, I like to get them by crusades instead of building, so you never know what you are going to get..it's fun.
Yes, I agree that it's generally fun, but latelly it's been really frustrating... http://www.totalwar.org/forum/non-cgi/emoticons/angry.gif
...the last three crusades in two different games have given me 1 unit of Knights and 2 (once 3) units of Order Foot http://www.totalwar.org/forum/non-cgi/emoticons/shock.gif
Of course those units were escorted with about 10-12 units of the über powerfull Fanatics http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif
Quote[/b] ]As for the Templars, I suppose they got swords to also represent their strenght in melee fighting, and as long as they still have a great charge, I'm willing to overlook the fact that it's hard to have a good charge when you are only armed with a sword.
LOL http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif
Quote[/b] ]The only change I made concerning the Footknights is that any Catholic faction can build ChivalricFootKnights (60 men default) in Ile de France, and HRE and Italy may train GothicFoot (also 60) in Brandenburg. I didn't integrate FeudalFoots as you can get them relatively easy by dismouting Feudal Knights or hiring a few mercenary Druzhinas.
Well, your aproach is probably more faithfull to the game and period, but I just could't resist training them http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
I think I'm loosing the will not to include all the good units (like Faris) in LATE http://www.totalwar.org/forum/non-cgi/emoticons/dizzy.gif
There goes historicall accuracy http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
Quote[/b] ]I think it's ok to give the Byzantines Armoured Spearmen, and if you really want to change the cavalry, I think some guys around here already made some excellent (and more historically accurate) units for the Byzantines, like equipping Kataphraktoi with bows, IIRC. Perhaps you can tie soem of the powerful units for the Byzantines to specific eras,e.g. Pronoai are not available in Late anymore, so to reflect the decline of the empire.
You mean they performed graphical changes too? http://www.totalwar.org/forum/non-cgi/emoticons/idea.gif
Who did?Who did?
Weel that sure is nice http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
As for the Pronoai, as I said before, I'm falling in temptation to reward gameplay and not historicall accuracy ... http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
Why?????Why????... http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
Brutal DLX
11-26-2003, 11:08
Heh. Relax.. Play the game the way you like best http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
As for the changes, I read something about it in other threads for mods guys made. There are some (Greek?) guys who are very obsessed (but in a positive way!http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif to get the Byzantine units corrected.
I think you should post and ask in the Dungeon about this and I'm sure you'll get some detailed answers
Aymar de Bois Mauri
11-26-2003, 13:26
Quote[/b] ]Heh. Relax.. Play the game the way you like best
I was just joking http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif Don't worry, I will
Besides, one always has some backup files... http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
Quote[/b] ]There are some (Greek?) guys who are very obsessed (but in a positive way to get the Byzantine units corrected.
Sounds about right they should be Greek http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif
Thanks for the tip http://www.totalwar.org/forum/non-cgi/emoticons/pat.gif
Unfortunately, since I still can't post in the Dungeon, I'll post in the Main Hall, and then try to get some of the Moderators attention to transfer the post. http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
hmm..good changes...
i think these will be better if you can get them in a mod...
i like these http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
torsoboy
11-26-2003, 14:20
I'd like to change the size of Crusades to back up the huge investment that is now required. How do I do this? I guess this is a question better suited to the Dungeon (can I post outside the Entrance Hall already?).
Also, how do AI build preferences work? Consider the build preference for Crossbowmen:
POVERTY_STRICKEN(114), DESPERATE_DEFENCE(76), CATHOLIC_EXPANSIONIST(84.8), CATHOLIC_NAVAL_EXPANSIONIST(84.8), CATHOLIC_TRADER(106), CATHOLIC_CRUSADER_TRADER(106), CATHOLIC_EXPANSIONIST_CRUSADER(84.8), CATHOLIC_DEFENSIVE_CRUSADER(127.2), POPE(159), CATHOLIC_DEFENSIVE(127.2), CATHOLIC_ISOLATIONIST(159), ORTHODOX_DEFENSIVE(91.2), ORTHODOX_EXPANSIONIST(60.8), ORTHODOX_STAGNANT(76), MUSLIM_PEACEFUL(76), MUSLIM_EXPANSIONIST(60.8), MUSLIM_DEVOUT(60.8), BARBARIAN_RAIDER(30.4), REBELS(76), CLOSE_TO_SUPPORT_LIMIT(15.2)
Is the number behind the AI personality proportionally or inversely related to build chance? How do I find out what state the AI is in?
Aymar de Bois Mauri
11-26-2003, 14:53
-Amon- wrote:
Quote[/b] ]hmm..good changes...
Mine or torsoboy's ?? http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
torsoboy wrote:
Quote[/b] ]Also, how do AI build preferences work?
I have no idea http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
torsoboy wrote:
Quote[/b] ]Is the number behind the AI personality proportionally or inversely related to build chance? How do I find out what state the AI is in?
Good questions...
Again, I have no idea... http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
Wes has come up with a good solution to the Peasant problem.
If you didn't know before the AI will actively build the required buildings in a province if that province has a valour bonus associated with it. This is also true if their is more than one valour bonus in any given province.
In his MedMod each province has at least one bonus. Using the above it is possible to give a region more than one bonus and have the AI build what up the province accordingly. What he has done is gone through the game and found the high Farm Income provinces. These he has given a bonus to Peasants. Then he has made Peasants require the +60% Farm Income to build. This causes the AI to fast track Farm increases in the more productive provinces.
The AI now builds Farms where it should generating more cash. The build requirements also mean that Peasants are not immediately available and so don't bloat early armies and the AI builds better troops accordingly(with their extra cash). When they are available the valour bonus takes them out of the totally useless basket into generally useless. Their build cost was reduced to 25 and their upkeep was reduced to 12 (1 in unit_prod) to more accurately represent their abilities. The idea that they cost the same to upkeep as Nubian Spearmen or Celtic Warriors or more than Crossbowmen and other units is laughable no matter the unit size, they have no equipment.
torsoboy
11-26-2003, 19:33
I have read that solution just yesterday. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
My peasants are just fine in my playing, they don't bother me. I'll try doing the same on agents, it seems the AI spends too much time on these in the early stages anyway. I must admit, it's very tempting to just use MedMod and not bother with tinkering.
I agree with the Crusades being annoyingly weak and frequent and the ensuing chaos they cause their initiating factions. The upgraded cost and time are spot on.
I'm not sure about the Crusade Knights being buildable, but shouldn't the build requirements for the Chivalric Knights be closer to the mark? The unit stats are closer to them than Feudals and weren't most of the Orders more active during the High era than the Early? I don't mean the Crusades themselves, but the Crusader kingdoms in the Holy Land?
The other option is to greatly reduce the cost of the Crusade and Jihad units and by greatly I mean quarter them. Then when a Crusade is eventually built they are badass, serious problems that can't be so easily ignored when they come knocking for passage. I'd want something more for my 4000Fl than the usual 80 Templars, 200 Order Foot and 400 Fanatics. Having 320 Templars, 800 Order Foot and 1600 Fanatics is much more like it. Build a few of these and you'll have the cool knights that you are after.
I never understood why the Foot Knights weren't buildable. I dropped the Horse Breeder and substituted Swordsmiths of one level lower (ie. Horse Breeders Guild = Swordsmiths Workshop). Feudal Foot Kn for a Royal Court and Armourers Workshop is pretty low level tech for such a unit.
Its very annoying that the Knight Orders have so many bonus provinces when they can't be built directly, and the Foot Knights not at all. Don't forget to tinker with the region bonuses, adding a few can really spice up the game.
By all means try the MedMod, you'll love it and if not it will inspire some ideas for your own tinkering.
torsoboy
11-26-2003, 20:02
I thought the High Period changed the way Crusades were used (ie, with political motives instead of religious), but then again I could be wrong. They're now close to feudal knights because I like the top tier (Chivalric in most cases) knights to be equal. My gut feeling is that advanced Catholic armies are strong enough as they are, they don't need another superknight unit.
The build requirements for Chapter House could be upped, but then there'd be no more crusades in the Early ages. I'm not sure how a lower build cost will increase the size of a crusade. Do you mean it will be bigger because more can be built in a shorter amount of time? Wouldn't that be cause for massive influence drops (which are exactly what I'm trying to prevent)?
I like the lower level swordsmith requirement for Footknights and will implement that. By the way, I've witnessed the AI teching up to Feudal Footknights and training some of them in Ile de France, at least there is some progression.
Regarding Amon: I'm probably not releasing this as a mod, because there is a great deal of personal preference involved. I'd be happy to make a list of changes though. The changes so far do not justify another mod release, or do they?
Aymar de Bois Mauri
11-26-2003, 20:30
Concerning Quokka:
Quote[/b] ]I'm not sure about the Crusade Knights being buildable, but shouldn't the build requirements for the Chivalric Knights be closer to the mark? The unit stats are closer to them than Feudals and weren't most of the Orders more active during the High era than the Early? I don't mean the Crusades themselves, but the Crusader kingdoms in the Holy Land?
You're quite right, but my Crusaders aren't trained just by implementing a Chapter House.
For now, the Crusader Knights requirements are the same as Feudal Knights, except that instead of Royal Estate you have to have a Chapter House.
I'm thinking of forcing Armourer3 instead of 2, or HorseBreeder3 instead of 2... http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
Quote[/b] ]Its very annoying that the Knight Orders have so many bonus provinces when they can't be built directly, and the Foot Knights not at all. Don't forget to tinker with the region bonuses, adding a few can really spice up the game.Yes, I think in both cases that they are strange omissions on CA's part. http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
As for the region bonuses, I'm thinking of let them as they are, for the simple reason of being quite unrealistic if every region gives bonuses to certain types of units. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
But who knows? I just might change my mind on that particular subject... http://www.totalwar.org/forum/non-cgi/emoticons/idea.gif
As for WesW's MedMod, I think I'll skip, based on the fact that the changes to gameplay are too extensive and radical for me... http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif
Concerning torsoboy:
Quote[/b] ] I'm probably not releasing this as a mod, because there is a great deal of personal preference involved. I'd be happy to make a list of changes though. The changes so far do not justify another mod release, or do they?
I feel just the same... http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Good Topic torsoboy
I do a lot of modding but it is only to my game, to play it the way that I want. I am a selfish modder.
I moved the End Date way up, to 1800.
I too have made the Swabian Swordsmen more available and the last the whole game.
I made the Swiss Amored Pikement (SAP) more available, but also more expensive, because they are such a powerful unit that whoever controls Switzerland can really dominate the game.
I made Teutonic Knights Available without a Crusade because I like them, and I gave Gothic Knights to all Catholic Factions. It especially helps the English who don't have a lot of specialty units.
I have also created a building, potter, to increase income and a mill that gives a plus 10% to farm income. It helps out factions that don't have many tradable goods or that have few ports.
Aymar de Bois Mauri
11-27-2003, 01:33
1800??? http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif
Quote[/b] ] It especially helps the English who don't have a lot of specialty units.
You got to be joking, surelly... http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif
No specialty units??? http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
What about Longbowmen, Billmen, Templars (together with the French)?
And just around the corner, Highland Clansmen, Gallowglasses and Kerns?...
Please elaborate... http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
shand994
11-27-2003, 02:01
before you go changing too much i would check out wesw's medmod, it is dedicated to tweaking and adjusting units and making it a more balanced game. No point in having two mods doing the same thing. but its totally up to you if you wanna do it, just know that a lot of these points have already been discussed in the numerous medmod threads.
Aymar de Bois Mauri
11-27-2003, 02:37
Thanks for the tip, shand994 http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
However, I've read the changes WesW made to the game and some are, for me, really unaceptable... http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif
The whole internal structure (build, tranining, bonus provinces, resources) has been changed just for the sake of gameplay, forgeting everything else... http://www.totalwar.org/forum/non-cgi/emoticons/angry.gif
Well, that's just not my cupp of tea http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif
shand994
11-27-2003, 02:43
thats fair enough. i can understand that. always good to have new ideas anyway. just thought id point it out
How about tweaking Lithuanian Cavalry? I always thought the build requirements were ridiculous for them and why don't they get a bonus in Lithuania? I dropped the rquirements to Horse Breeder, Armourers Workshop and Swordsmiths Workshop, they are after all Light->Med Cavalry.
Quote[/b] ]As for the region bonuses, I'm thinking of let them as they are, for the simple reason of being quite unrealistic if every region gives bonuses to certain types of units.
As you say the MedMod has been organised for gameplay and this doesn't suit your style.
Before I played MedMod I had added a few bonuses. Basically anything that had a region name in the title got a bonus in that region. I removed Peasants from Provence and substituted FMAA and added Saracen Infantry to Arabia. The Egyptians always seem to build up Arabia and neglect other provinces so I try and direct the building and improve the Egyptian army from pure Peasant rabble.
Another thing I did was give the islands of Crete and Cyprus bonuses for the Dromon and Firegalley so the Byzantines would build a navy. They always get creamed without a navy and Constantinople is the only place they can build ships and thats needed for troops.
Aymar de Bois Mauri
11-27-2003, 13:43
Quote[/b] ]How about tweaking Lithuanian Cavalry?
I'll get there eventually...
Quote[/b] ]Basically anything that had a region name in the title got a bonus in that region.
Agreed. Good Move. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
Quote[/b] ]I removed Peasants from Provence and substituted FMAA and added Saracen Infantry to Arabia. The Egyptians always seem to build up Arabia and neglect other provinces so I try and direct the building and improve the Egyptian army from pure Peasant rabble.
Well you're right about the peasents, they should't get bonuses anywhere http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
I agree that FFK, FMAA and CMAA should get bonus provinces. I'll mod that too.
But didn't SI already had a bonus in other province?
If not, then it was a good move.
vBulletin® v3.7.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.