View Full Version : Time to work together on our OWN STATS
Gather round and lets make the units stats how they should be for MTW...
A large task which was done before by the Muzu's in MI...And many thnxs to those invovled.....
So i ask...prey...hope...WE can put our heads together and make MP work(balance)..
What i suggest is we discuss 1 unit @ a time or we start with Range units....Spears.....MAA...CAV...
Well FasT not the best to discuss balance etc...But what i do know is Archers Suc big time...Lets have them how they where in MI..Same goes for Cav Archers.......
So i ask Muzu's(HOPE U WILL DO THEM) http://www.totalwar.org/ubb/smile.gif and the community to discuss how we can adjust stats....
And lets make it our own Offical PATCH!maybe it will get the nod from CA http://www.totalwar.org/ubb/eek.gif
solypsist
11-08-2002, 05:18
Edit/Mods/Patch thread. moved.
Lord Krazy
11-08-2002, 05:54
Hi Fast,
The patch contains more documentation
on this issue.
I have not studied this fully yet.
However from what I'v seen so far
it looks like ,we will be able to
do this much easier now.
Many of the calculations were as I
suspected and many not.
So I'm glad I held my horses
on that one http://www.totalwar.org/ubb/smile.gif
Good to see ya down in the basement
Fast, even if you didn't mean
to come here in the first place. http://www.totalwar.org/ubb/wink.gif
Statisticly I should be back to
you on this one .
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For starters,
could someone make this clear to me please.
I was just wondering
in projectile stats.txt the explanation for Lethality(not a word I use every day)
is a bit vauge(TO ME).
It reads:
{;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%}
should this read (or at least mean)
1:
{; However when the two are multiplied together the sum should not exceed 100%}
or should it read: 2:
{; However if the two multiplied together should not exceed 100%, then
x,y or z will happen}
or 3:
Something else
or 4:the original is just fine and I just don't get it.
The latter is probably the favourite but
I'm going with option 1 at the moment http://www.totalwar.org/ubb/biggrin.gif
LK http://www.totalwar.org/ubb/biggrin.gif
[This message has been edited by Lord Krazy (edited 11-07-2002).]
I assumed the answer is you want the number less than a hundred when you multiply the lethality vs the base of 18 percent. Anything over 100 percent would be a guaranteed kill. I noticed the highest number for individual weapons was 4 for handguns and arquebuses which is getting close to 80 percent.
The big crewed weapons like catapults, etc seem to work differently. They are all lethality 10. But they can all kill more than one person with one shot. So I assume there are different calculations.
All in my deductive opinion........who really knows.
MagyarKhans Cham
11-08-2002, 07:06
this is considered a shout in teh dark. i am sure if this is not adressed secure than its doomed as well.
bringing out an all community mod is very hard and requires a broad support.
Lord Krazy
11-08-2002, 13:07
Quote Originally posted by MagyarKhans Cham:
this is considered a shout in teh dark. i am sure if this is not adressed secure than its doomed as well.
bringing out an all community mod is very hard and requires a broad support.[/QUOTE]
_____________________________________________
I'm sure we'll get help from
abroad http://www.totalwar.org/ubb/biggrin.gif
At the very least it would not
be a bad thing to know.
I don't care where the info comes
from, us or them.
(this is not meant that in bad way) http://www.totalwar.org/ubb/smile.gif
_____________________________________________
Jagger,
Yes,point exactly
so your going for
a bit of 1
a bit of 2
a bit of 3
and a bit of four
(French people stop laughing please
this is serious) http://www.totalwar.org/ubb/biggrin.gif
You could be right http://www.totalwar.org/ubb/biggrin.gif
_____________________________________________
btw Fast
"maybe it will get the nod from CA"
Maybe not ,no certainly not.
They will not give the nod
to anything they don't make.
Why should they?
regards
LK http://www.totalwar.org/ubb/smile.gif
NagatsukaShumi
11-08-2002, 15:29
I agree the archers do suck, it seems they are using those plunger arrows not real arrow heads, they definately need beefing up seen as they would have actually been devastating in real life as Agincourt proves, infact I tend not to buy archers or gunmen at all because I don't see much point as they usually suck completely.
Cavalry also need to be beefed up slightly, their charges on occassions do some damage, but after that they are pretty much useless, ok guys with lances might not be that great in H2H but the cavalry that use swords should really cut most units up, especially archers.
I don't know whether this is true of the patch but it certainly needs looking at. The Trebizond archers are way to sick at H2H, they took on my Armenian Cavalry and defeated it, my cav actually had 4 valour! So the Trebizond archers need to be took down a notch in H2H.
Kataphrakatoi are also a nuisance that tends to annoy me quite a bit, they definately need to be stopped from been all powerful when they are surrounded by SPEARMEN, I kid you not, I took my spearman and came in from every side on the buggers, and they fought their way out of it, and it wasn't even the Byz. Emperor! Just a general with a command of 0.
Another thing, that needs balancing is how the Muslim's seem to suck against the Catholic/Orthodox units out of the desert, even though it may be realistic for MP it sure does suck, so you need to definately sort that problem out.
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Power to the Sultan!
-Clan Seljuk
http://img.seznam.cz/img_novinky/mcchicken_head.gif.gif -The McChicken Head, official Seljuk Mascot
Quote Originally posted by NagatsukaShumi:
I don't know whether this is true of the patch but it certainly needs looking at. The Trebizond archers are way to sick at H2H, they took on my Armenian Cavalry and defeated it, my cav actually had 4 valour! So the Trebizond archers need to be took down a notch in H2H.[/QUOTE]
There has not been any statchanges as far as I know.
But Trebizond Archers are indeed great in fighting, just go to Totalwar Assembly and do a comparison of the Armenians vs the Trebz.
Then you will see that a charge against them will do wonders (due to the very weak defence). And did you play at Expert? Well AI troops get 30% stronger there as well as getting better Morale.
You will also see that Trebz cost almost as much as your Heavy cav (I still only count them medium cav).
Lastly, there is a lot of moaning about the strength of cavalry now, and you want to tone down infantry? No, trust me Trebz are good but not that good.
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BTW, Danish Crusades are true to history.
You may not care about war, but war cares about you!
Fearless
11-08-2002, 21:16
How do you beef up archers?
Rosacrux
11-08-2002, 21:23
...for starters, a diet rich in fibers and proteins, then bring in the steroids... http://www.totalwar.org/ubb/tongue.gif
Quote Originally posted by Fearless:
How do you beef up archers?[/QUOTE]Make arrows more effective against armour..Or lower armour.........
Mithrandir
11-09-2002, 00:52
Quote Originally posted by FasT:
Originally posted by Fearless:
How do you beef up archers?Make arrows more effective against armour..Or lower armour.........
[/QUOTE]
actually, this is on thing I've thought off which should be improved, Archers should get a bit more range and (all range units should get a bit more range, longbows should get extra rangebonus cause they dont shoot incredibly much further than other archers) quicker reloads, archers can ussually on an open field fire a max of 3 or 4 volleys...which hardly do any damage...so :
-increase damage a fair bit
-increase range a bit (extra range for longbows)
-increase reloading times.
-Mithrandir-
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Online be my name Glorfindel. Lord of the Eldar.
Kraellin
11-09-2002, 02:58
the missile stats are in the projectiles file. this file is now included with the patch, where it wasnt in ver 1.0. mod away.
K.
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