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I think the relative game speeds of STW, MI and MTW go like this:
STW was played on small maps, and most inf walked at speed 6 and ran at speed 10. Cav walked faster than inf, and ran at about speed 20 on average. When MI came out there were some bug fixes made to the network code which made it more efficient (I think it played about 10% to 15% faster), and the game ran faster. Some players didn't like this because it was harder to control all your units, and it was claimed that the game played too fast. There was an attempt made in the MI v1.02 beta to correct this by slowing down the unit speeds. This was ill conceived because it altered the flanking tactics. Inf was slowed and cav was made to walk at the same speed as the inf. However, the fighting speed was not altered, and battle tests showed that cav running speed had to be increased to retain flanking as a viable tactic. The result is that cav running speed in MI is about 10% faster on average than it was in STW. As I recall, cav turning speed was also increased. With a good connection, MI cav moves around very fast. Taken all together, cav probably feels about 20% to 25% faster in MI than it did in STW when it's running. This fast cav worked great on the larger MI maps such as Obake's Horselands. Since fatigue is time based, you can do a lot with this cav before it fatigues. In MTW, all the speeds (cav and inf) were put back to STW speeds, but the fighting speed was slower due to the higher defend values on many units which brought the flanking game to a level not seen before in an official total war game. The unofficial MI v1.03 also brought back more of a flanking game by increasing the defend values of most units, but the cav retains it's high running speed and I believe cav turning speed is even higher than in the official MI v1.02.
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thx yuuk.
I wonder if they can control the speed at which a "strike" cycles at.
Increasing / decreasing combat speed through manipulation of defense ratings seems like an artificial fudge -- units last longer because of more "misses." So combat "appears" slower. The affects I suppose are slower but not the actual cycle. This method seems likely to have a much greater chance of screwing with other aspects of the game -- the defense ratings has implications with morale/routing (% of death in a given round) and combat calculation as a whole.
I would think it's much cleaner to work with the game "timer" for the rate of the actual strike-cycles-per-minute for dealing with overall combat speed. (Along with movement speed / turning rate tweeks)
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My understanding is the combat cycle is one per second, and the frame rate is limited to a maximum of 14 frames per second. I think those choices were made back when STW was developed to provide a playable game. The thing is people ask for changes to the game without fully realizing the effect those changes will have on other aspects of the game. For instance, you can't play around with combat factors without also affecting the fatigue level of the units, the time at which they rout and thus the viability of flanking as a tactic. Changing unit speeds affects fatigue and tactics. So, that's why I say changing unit speeds in MI v1.02 was ill conceived because doing that could not fix the problem of the game playing too fast. That should have been something accepted as not correctable with the tools at hand.
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i dont see anything disrespectful about a last stand if there is a decent chance of victory (many factors unit matchups left over, fatigue, no. of units, szie of units and terrian i could take advantage of) i factor in all this and the chance for the enemy to make a mistake whether its a newbie an unknown or a great player i still make the last stand counting in a mistake they could make
no if a have 1 8 man unit of cav archers the whole distance of the map away from the enemy i would rout but most of the time imporssible odds or not i will try
i kind play it in a role playing way as in you may have won the battle but im taking as many as possible down with me fight till the bitter end ect. (bar stupid things where the result is so incredibly obvious and would take 10 minutes for it to happen)