well the patch doesn't seems that perfect now
Printable View
well the patch doesn't seems that perfect now
Quote:
Originally Posted by Puzz3D
That has been my position all along as well. Split the bonus between offense and defense. Most of the bonuses in RTW have been "ATTACK!!! ATTACK!!! ATTACK!!!" (to quote my barbarian general's.)
I wouldn't mind this problem if it wasn't for the fact that after the 1.2 patch.....the computer uses it on ME. I've had the dubious pleasure of watching an army of Equites simply splat a unit of armoured hoplites (from the front no less) and then just pile up the line.
The problem comes from appealing to the mass crowd. Just think of all the videos where cavalry and elephants are making guys do the superman fly. Also lord of the rings when they did that mass cavalry charge I remember someone saying in a post that's how they thought a cavalry charge should work. Looks great but annoying especially when you can counter it and exploit it at the same time.
Us totalwar fans are the senate and all those newcomers are the mob. Appease the mob...............
I'm all for cavalry populations along with a way to restrict elite troops. 1 reason Gauls are so easy is because it is way too easy to take 19 naked fanatics and a general and march on Rome.
I have no problem with Parthia/Armenia or Scythia being tough in cavalry and with a cavalry population would make most factions fear going east too fast. Also this would make mercanary cavalry much more desirable.
I played as Scythia and had to laugh when the Thracians did me the favour of taking out my biggest problem.... Macedon, then declared war on me. Scythia was way too easy because the A.I. would declare war on me and then come at me with infantry heavy armies. I learned the hard way never march on the Scythians unless you can at least match there cavalry with 1 to odds in cavalry or better.
The best formation I have found against cavalry is a u shape formation and GUARD mode.
Kill rate mod does definatley reeduce effectiveness of cavalry but it somehow made peasants uberstrong if they survive a charge against anything.
Ha ha! Yes yes! This is it! Very good thinking with that Oaty. I think I'm a junior senator and will never be promoted (Under 18 cannot a member of the org..like me. ~D The old moderaters of the Senate are very meannnn ~D don't take it seriously!) // EDIT \\ Wait! I'm a senator? What the! Thank you to the Consuls! // EDIT \\Quote:
Originally Posted by oaty
And the Lord of the Rings thing, I think that's cool, yeah, but, you see, at Helm's Deep, those guys charge down from a mountaintop (or just from very high) towards a valley upon a group of "Eastern Infantry." Those stupid mob should realize that before appealing to CA that they want that kind of charge... and remember the height bonus of MTW...
And in the front of Minas Tirith, they recieved a massive war chant from Theoden and all the horns, and the Rohan horsemen cheat as well. You see, there is an aid from a Valar from the west by the name of Manwe.... Just kidding!
P.S. It's funny to see how quick rant threads grow when a new junior began to complain. With all the Old Men of the Senate quickly responding agreeably with some new senator's first rants. ~D But hey, don't take it seriously alright! You humorless senators!!
I downloaded a mod wich doubled all the hitpoints of the units, using cavalry becomes less tempting that way.Getting tired of these standard rtw user complaint threads, just download some mods and adjust the game to your needs.
Well, cavalry in RTW are unbalanced.
- Way overpowered.
- Cheap to train.
- Even more cheaper to maintain. I mean, for Equites (110 denari). That's for 108 riders and 108 horses. While a 160 men Town Watch cost 100 to maintain.
Try playing with a lot more infantry instead. ~:)
its nice to know there are others who agree that cavalry are too strong. I just thought it was just my imagination or my version of rtw is messed up.
Cav have been weakened somewhat, but they still are too strong, particularly for the low upkeep. You must be careful when adjusting upkeep though, because factions like Parthia and Scythia deserve a bit of a break for maintaining cav.
And how about making it so they take longer to train? After all you've got to train not only the riders but the horses as well. And I'm not sure how long it would take to get horses to behave on a battlefield but I imagine it wouldn't be all that easy.Quote:
Originally Posted by Bob the Insane
You know, I've been thinking in recent days, just why *is* it that these issues are such a mystery? There is so much speculation and testing to try and find out how things work - why doesn't CA just come right out and tell us? Why can't they at least tell us exactly what the advantages and disadvantages of each difficulty level are? It would sure save a lot of energy, speculation and white noise on these forums.Quote:
Originally Posted by Red Harvest
And while I'm on the subject, I'd also like to know why the morale of units is such a mystery too. Why can't we have a factor for morale printed on the unit ID cards just as there is a factor for attack, defence, missile attack and so on? And why is there no summary of a general's overall effect on morale printed at the top of his ID cards, alongside management, influence and command? It's just tedium to go through a general's V&V's to try and figure out his overall effect.
Oh dear, another bug?Quote:
Originally Posted by Puzz3D
i modded the gameQuote:
Originally Posted by Quietus
and already showed my layout, use it. it really works. it makes cavalry way less likely to maintain for long or in big quantities cause they're now
twice as expensive
a example equites now cost 2 years and 600 denarii to train and 210 denary to maintain.
cataphracts cost 1100 to train and 500 to maintain and also 2 years to train
ps look on page 1 for the layout
I KNOW THE PROBLEM WITH CAVALRY. Its simple, the game producers didn't know how to prevent the unit charge bonuses from stacking on each other. Its like as if the unit being charged was receiving an attack that was a cumlative of +9 +9 +9 +9, etc. whenever a whole load of units attack at a time. This sort of stacking mechanism seems to decide battles whenever infantry fight like in the example of principes charging in after the hestati begin to tire. Or whenever the fight is uneven like 2on1 or 3on1. There isn't really a good way to tell if different units are attacking each other unless there is a command to attack; otherwise the units just rub each other and only have minimal fighting. So they can't get rid of the cavalry superiority because it would wreck the whole fighting mechanism.
However, I did end up finding a slight solution to the calvalry problem. Just use huge unit sizes so even if there is a charge, it gets balanced out by the fact that there are too many units to charge through so the horses just get stuck in a regular fight against infantry (which they don't do so well). Still, if the charge does succeed, don't think about having to eliminate the little bits of routing units cause they'll all get eaten up.
I use huge unit sizes, I consider the problem worse. The infantry size increase doesn't mean much in the face of just how many damn horses there end up being, they'll just jump in all over the unfortunate infantry unit and totally crush it in one sweeping massacre. mainly due to horses being able to simply shove through each other and for some reason still being allowed to make use of their charge once they've barged through, imbuing them with brutal attack and the jumping animation.Quote:
Originally Posted by hung41584
well don't complain and make the cavalry size 20. or 80 on huge units settings.