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View Full Version : AzzMod RTR 5.4 PROLONGED BATTLES MOD



King Azzole
03-12-2005, 15:16
README:

I was basically happy with 5.4, but I missed the old 2 hp system.
So I tried a new technique and it appears to work well.

Here is what I did:

> Added 1 HP to all units. If its too unbalanced email me @ ntkb@ghostdogs.net I would like some feedback on balance.
> Doubled unit attack bonuses. Example: If a skirmisher recieved a +6 vs Elephants, he now has a +12. Pikemen had +4 vs horses, now its +8, etc. Also doubled charge bonnus to retain shock value of cavalry.
> Doubled missile damage. Pilum did 15 damage, now they do 30. This allows a volley of missile fire to kill as it should, while allowing melee to be more prolonged.
> VERY MINOR tweaks to certian stats on units like Spartan hoplites and other elite units.
> Peasants units are left at 1 HP. #$#*& em. I never liked fighting all those stupid peasants anyway, now you should mop the floor with em.

Enjoy!

INSTALLATION:

Put this file in your RTW/Data folder. MAKE SURE YOU BACK UP ORIGINAL FILES I WILL NOT BE HANDING OUT FIXES.

NOTE: This MIGHT work with some other versions of RTR but not sure, I use RTR 5.4. If this file ruins your RTW installation its NOT MY PROBLEM. USE AT YOUR OWN RISK.

~ King Azzole

DOWNLOAD:

http://www.twcenter.net/forums/index.php?act=Attach&type=post&id=1812006167

Sorry but I have to link to TWcenter since I cannot host a zip file on this forum (eh?).

Kraxis
03-12-2005, 17:53
Doesn't this screw over elephants and chariots onto the point of them being rather useless?

Myrddraal
03-12-2005, 18:03
onIf you want to host files at this site, look here (https://forums.totalwar.org/vb/showthread.php?t=37799)
and this looks usefull, battles are way to quick to end, theres no such thing as a proper meat grinder.

How will this affect moral? will units still break as quickly?

King Azzole
03-13-2005, 00:42
OK, first off, this mod if for the RTR 5.4 mod.

Elephants a chariots are still forces to be reckoned with, however they are much more realistic and not so uber as the game potrays them as the romans proved in real life at Zama. Either way, they still are the single most powerful unit in the game. And remember, there archers power was doubled just like any other missile unit. So there archers are still powerful... same for chariots.

Morale is effected as normal, if you smash a unit from every angle with cavalry it will break, regardless of damage. HPs have nothing to do with it. As I mentioned before in another forum, What this mod mainly does is emphasize tactics and special units in the field battles, with Infantry mainly there to "hold the enemy in place," but in city battles, Infantry reigns supreme. With the extra HP you can really hold off alley ways and walls. Infantry shines in city battles.

Either way, its much nicer to see battles lasting 30-180 seconds rather then 5-15 seconds.

lt1956
03-13-2005, 02:08
2hp messes up missile units. thought I would share that. Its was seen when RTR tried using 2 HP and had to change them back to 1HP.

Lt

King Azzole
03-13-2005, 03:32
Actually, with double damage missiles it doesnt. Read the readme I posted it explains all ;)

lt1956
03-13-2005, 08:14
Did you know there is an easier way that will extend battles even longer than 180 seconds?

At the end of an attack there is a 25, 1

If you modify the 1 say to .3 you will have really long fights, this settings is hard to describe but what it does is lower the effective hits but doesnt unbalance anything, its really nice and works well, I helped out someone before with this.

Also the 25 is swing rates, up it to 75 and attacks will be less I assume 25 is 2.5 second delay, 75 would be 7.5

Hope this helps. I think its better than HP adjusting but test it and see what you like. I know 180 second battles are still very short, battles in SPQR can last an hour depending on size and one battle that had 10k men in it lasted 3 hours by one player. lol

I'm just trying to help, nothing more. ~:)

King Azzole
03-13-2005, 20:55
Thanks bro I appreciate it, but I dont think I want to spend 3 hours on one battle ;) I like it now with the 2 hps cause it lasts longer, but not THAT long and special units still work. I will do some tweak testing on those stats your talking about to see if I can come up with something better. THanks!

Epistolary Richard
03-13-2005, 21:43
At the end of an attack there is a 25, 1

If you modify the 1 say to .3 you will have really long fights, this settings is hard to describe but what it does is lower the effective hits but doesnt unbalance anything, its really nice and works well, I helped out someone before with this.

Lower the effective hits... so the soldiers still swing in normal time but they have a lower chance of actually wounding?

Did Jerome or any other CA member ever give us an explanation as to what this variable affected?

hrvojej
03-13-2005, 22:02
Lower the effective hits... so the soldiers still swing in normal time but they have a lower chance of actually wounding?

Did Jerome or any other CA member ever give us an explanation as to what this variable affected?
AFAIK, each attack is resolved in the following manner:
- first you compare attack and defense to see whether the hit has landed
- if it didn't, nothing happens; if it did, it has a chance to kill an opponent (i.e., it is not guaranteed that it will kill)
The last number in weapon stats, "lethality", affects the second part. The default value of 1 still doesn't mean 100% chance of landing a killing blow.

Here is another bit of info, from the projectilestats file of MTW:
;Lethality The base chance of a hit scoring a kill. This can greater than 1 as is multiplied by the base kill chance (by default 18%)
; However if the two multiplied together should not exceed 100%

Of course, equations are probably not the same in RTW, but it does provide insight into how things might work and how the whole battle system is structured.

The soldiers rate of attack is the second to last number, as lt1956 already explained. If you leave it at 25, men will attack at the same rate, but land killing blows less frequently. I have modded the game myself to have attack rates at 75 and lethality at 0.77, and with the added morale (+5 on average) and slowed movement speeds I am very pleased with the battles (but don't play right now because of the savegame bug... :help: ).

Now, two things that I can't figure out:
- neither rate of attack nor lethality seems to affect missile weapons (and neither does the stat_fire_delay for that matter); hence, I would suggest lowering the attack value of ranged weapons to compensate
- men sometimes fall down from being hit but without being killed; I don't know whether this affects the chance of them being killed while on the ground, and I don't know whether this has anything to do with the aforementioned stats (primarily lethality)

If CA members are going to be checking this out, perhaps they would be so kind as to answer these two things as well in addition to providing the explanation of the lethality stat itself. Pretty please? ~:)

King Azzole
03-13-2005, 22:09
I dont see how modding it my way or that way makes a difference unless you lower it to a point where you exceed the safety net of 2hps with such a low chance to hit. Either way it will require alot of work to mod the file so time wise it makes no difference, and I noticed if you have 2 hp characters, they tend to heal more, which I think is more realistic and fun. I get more attached to my warriors now.

:balloon2: