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Sorry for the off-topic Carl, was just reading the thread and noticed this.
Don't worry lustd, I don't mind.
I'm writing a big reply to vonsch now BTW. He's raised many good points and helped me clarify and narrow down the reasons for many of my changes, and also spot a few mistakes on my part.
It's taking a while to write thopugh.
First I'd like to thank vonsch for showing some excellent testing abilities. In spite of disliking some things he's kept at it, has been totally professional about it, and he's given me some very useful info and expanded on his concerns greatly.
I'd also Like to thank everyone else of course, your all doing sterling work and I have to thank your for that. vonsch is just really standing out ATM.
He's explained several issues I wasn't aware of and done exactly what I needed and explained where I've buggered up unique units for some factions, and unique play styles. I'm an infantry guy at heart and even when playing as Byzantine I use Merc mounted units more than Byzantines own. Most of my forces are Byzantine Spearmen and Trapezoidal archers till better comes along. My other Favorite factions are Scotland, Danes, England, and Papal States, With the odd Venice thrown in.
Naturally I'm not a big user of HA and Heavy Cav, (though i like my light and medium Cav just fine), so balancing factions reliant on them on my own just wasn't possible. I need the feedback on them as I need help getting them right.
I'd also like to add that when arranging the new tech trees I used a standard formula for all factions. Namely wall units went into the barracks/stable/archery range level that requires that level of wall. With a few shuffled around so as to make the weaker units come first, and to stop duplication. That has produced some similarities that I will have to work on.
After this post, I'll write another with my conclusions based on what I've got in feedback, so if you want my overall view of thins said, look their. Below is the detailed thoughts as I go along bit.
Many Thanks for this, and now it's time to reply to your points.
Sorry for the number of quotes BTW.
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I guessed that the object was to delay "top units," but I don't like the result. Not all cultures work like that. Some cultures require "hang in there, just keep alive, until late when you get the uber units" while others are "move fast or you will be mincemeat later!"
My first thought, if there's a prioritizing of buildings versus walls... can that be changed instead so that the AI always builds walls as soon as it can? That will help it defensively a lot more with your stronger walls too. The we could leave the unit production alone. Otherwise...
Sadly we can't change the priorities at the moment, the upcoming patch is supposed to unlock some more files though, so we may be able to edit things then.
On the flip side, whilst I don't mind adding the odd unit back to walls, (I was very draconian this time around), for faction balancing acts.
On the flip side I'm largely against adding too many back because i don't like the way in vanilla most barracks lines are only useful for the final level or two. Every level should have a place and a purpose. Taking so many units away from walls helps make sure people actually have a reason beyond getting the best level barracks for building the barracks. Peasants are only their for cheap and nasty Garrison troops, thats why they are so easily available and so cheap.
Regarding the Hang in their and Quick or where mincemeat styles. to a degree I'm trying to cut this down, no faction should actually require you to get to the best troops just to be able to actually fight off an opponent. By the same token, no faction should really force you to rush around trying to win before anyone else shows up. I'm wiling to tweak unit stats to achieve that if necessary. A large part of the reason for wanting this is because the various era's in custom are based of the early/mid/late stages of the campaign. If armies are unequal in terms of maximum power at any given level then theirs issues right their.
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Won't matter to France a bit. Or probably HRE. Their play style remains the same with those starting units and the later ones, at least until gunpowder takes off. But some cultures will have to act like... British! Or Germans. When they aren't that.
I certainly don't want to mess up play styles, thats why need you and the others though. I use the same infantry/archer mix with nearly every faction I play. So if you see a faction not playing right. Tell me how it's supposed to play style wise and where the issue is.
You've already done this this for Turks and Spain/Portugal by identifying that they struggle to get access to large quantities of their unique units without big investments as they need several building to get enough of them and to get high enough quality troops.
That doesn't mean i won't have some things to point out regarding what you've had to say, (see jienites in a moment), but I am listening because this is precisely the info I need, to keep unique play styles whilst still having a balanced and challenging game.
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The best Cav unit the Iberians get, and their signature unit for style until late era armies, the jienites, are really crippled. Instead of being a staple, they are a luxury. You can't get enough of them fast to start using them as they are intended to be used, as the Cav spine to your forces. (See details below... they aren't TOO bad for Spain, since Toledo is central. Portugal gets hurt more.) There is a reason they can be produced in both cities and castles. They are meant to be everywhere!
Jienites got moved simply because they where one of the few units in the game mucking up the Castle/City balance./ Prior to the late period when you start getting pikes and gunpowder and halberds at cities, castles are supposed to be where your recruit your Field armies. Cities are meant to be for the cheap Garrison trash.
Their are exceptions of course. The Italians get near pro quality troops from cities, but they STILL get their best troops from castles.
Thus I removed Jienites from cities because I actually wanted to see the Spanish and Portuguese have to use their castles for their Field armies, it's also part of the reason I cut the numbers of genosse crossbow militia down, I wanted to see people have a reason to use genose crossbowmen, (most people complain they can get by with militia types only), it also helps with encouraging gunpowder use.
I'd like to point out that I've increased the number of recruitment slots in castles to 3 and modified retraining so it doesn't take units out of the pool when you retrain, (I did this to make it easier to retrain mercs). So you can build more of them at once and retrain on mass if needs be. Not perfect I know but worth remembering.
Thus I'm not really wanting to put Jienites back in cities. But before you get mad at me let me reply to the next quote and after that I'm going to have a few ideas to bounce off you.
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The same to the horse archer cultures. The Turkomen cost more than plain horse archers, but they are better. They were available, as were Sipahis, at game start. Now they are quite a long wait away. The Turks don't have the luxury of a lot of time. Mongols, you know? Similar issues for the Russians. Those HA armies aren't good at taking cities fast (at least not cheaply), but they are great at the sort of delaying actions the cultures that have them need to survive. And they move fast on the strategic level. Poor Russia. Infantry just can't handle the distances at the speed needed to cover the steppes defensively. Same in the convoluted passes in Turkey.
I guess that's my complaint, really. I can't be a Turk until I'm a foot-slogging Brit for a decade or more. If I want to be a Brit, well, I can play the English. Same for other cultures with really unique styles if they have special units "out of the box." Turks start with Turkomen. Portuguese and Spanish start with jienites. Russians start with kazaks. But can they make them? English don't start with longbows, oddly. It's clearly a balance decision. The English have time on their island. The Mongols are not coming.
Alright, I would point out that I wasn't trying to make the Turks footsloggers early on, and what you've described is unintentional but exactly the kind of bug I needed to know about.
Would I also be correct in saying that the issues with jienites and the HA are down not so much to them being in castles, but more to do with limitations regarding what you have to build to get them, and how quickly you deplete the pool when building them?
If thats the case I could move the stables line down so that the first level shows up at a Wooden castle and the Second Level at a stone Castle. You'd still need a Fortress for Saiph's. But Turkomen would just need castles.
I could also add building to the Descr_Strat file so that each City/Castle starts with the best barracks/stables/archery range available at that level. That should cut down the building up phase and get the AI going sooner.
Also upping max pool size, replenish rate, and I could accept bigger recruitment slot numbers. it's currently 2/3/3/3/4 for the various levels of castle. I could make it 2/3/4/5/6. So you could recruit 4 units of anything at a given level easily if needs be.
What do you think?
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I can see the argument for stripping them from the walls, but in isolation that changes the texture of the game too much for me. Those units still need their proper prominence over the long haul. Delaying their arrival a bit is one thing (though I don't like it!); making them far less significant is another whole matter. Italy becomes just another infantry culture, not one with a significant difference in that it's city-based and can ramp a high output of standard basic (and solid) units fast. Ditto for the horse archer cultures.I don't want all Western European-style wars. I want real differences in styles of war across cultures. I don't play Turkey because I feel like playing with spears.
Don't downplay the differences that exist. Re-arrange them if needed to adjust balance, but don't negate them. I feel like they have been, more due to the shrinkage in the pool sizes than the delay, though the delay does play a part.
I certainly wasn't trying to reduce their significance, More ensure that the elite units actually take till the late game to get, rather than cultures getting everything at once.
Regrading the Italians, they should still get an extra recruitment sot over everyone else at cities, and their militia remains the best available. But likewise, as should be they are still militia and proper troops still outperform them and should still be got in preference to them. They're simply able to put together Okay Field armies from cities unlike everyone else. However they HAVE to stick to the same balancing point as everyone else. Namely that cities are big on income but worse at military than castles, whilst castle are low on income but good at military units. Thats one of the most basic mechanics of the game and breaking that breaks the entire game down as it makes castles fairly pointless.
I also wasn't aware pool sizes had shrunk, i thought they where the same. If you could list what units have had their pool size reduced and by how much I'd be happy to add them back on.
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And some units, as I mention, are plain gone. I can understand removing the duplication across cultures, like DFK or whatever, that everyone has... but not the unique units like Broken Lances, even if they are pretty much like something else. Let the differentiation exist. If nothing more it makes those units SEEM unique. After all, we have orders of knights that are (unless you use fixes to tweak them slightly) all the same except in name.
I've tried my best not to remove unique units, and it seems i made a mistake with Broken Lancers. the Dismounted version is available to Sicily as before. But it looks like I've taken them from Milan thinking Venice still had them, and taken them from Venice thinking Milan still had them.
Rest assured I'm going to change this ASAP, and get them back on one of those factions rosters. Probably Milan as they are supposed to have good Cav.
Say add them in as free-upkeep high level city Cav to supplement Familiae Ducal?
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Okay, did some checking: Spain CAN build jienites at Toledo. Limits their output, but they are there, at least. The pool is 6. In vanilla they are widely available. Most cities can build from a pool of 2 also. If they build a bull ring, 2 more. Those limits are limits on replacements more than sheer unit numbers.
Portugal can build them at Pamplona. BUT Portugal has no interior lines, so it changes the game for Portugal. Lisbon is exposed and fighting a holding action without its premier troop-style.
Thats a worry, I hadn't realized I was limiting them unduly, was merely trying to limit them so as to prevent players and AI alike from having more than about 40% of their army made up of them, the pure jinette armies really shouldn't be a standard thing.
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Turkey gets one level 1 stable in Mosul, way out of the main action. And it can't make Turkomen until Mosul grows which will take 6 turns if nothing else is done there, plus another 3-6 to bring them to the "front." In vanilla they can build them in Caesarea too. And Sipahis are available as soon as they capture some large Holy Land cities. Or upgrade Caesarea a notch to full castle. They really need a stable at Caesarea with your system. And their special building should retain their special units, as should everyone's!
When you take away starting production, you need, IMO, to make sure the faction has it somehow, unless you mean to drastically change the balance of that faction with regard to others that retain their primary starting unit production.
Definitely sounds like i need to give factions some starting barracks/stables/archery ranges.
Also, I wasn't trying to cut down the amount they could build of particular units, (so long as a better replacments wasn't available), just move where the production was done so cities weren't producing pro troops early on and so that you had to build the various barracks/stables lines to get them rather than the barracks/stables being an unimportant after thought.
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"Problem fixing" is one thing. You're definitely far into balancing, and balancing is a lot more complicated. Making all units produced in walls harder to get does not affect all factions anywhere near equally. To retain something resembling faction balance, you're gonna have to understand each and adjust it accordingly. There's a reason those units are produced in walls, I expect.
I'd say it was done because CA was feeling lazy, (no offense BTW), Right now you need walls for the PO and defense benefits so putting money into them isn't really investing money in your military infrastructure. What i wanted to create was a situation where anyone wanting to build anything had to actually invest i their genuine military infrastructure to get access to their units. the better the unit they want the more they have to invest.
I certainly wasn't trying to mess up the balance too much, some tweaks produced better balance IMHO, but I wasn't making any changes JUST for balance alone.
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And for the record I tried Lusted's LTC. Didn't like it. Loads of huge stacks and overflowing treasuries, and not much activity. I don't particularly think huge stacks are the answer. I like seeing the right amount and type of force applied to solve a particular problem. Sometimes that is 5 stacks, sometimes it's 2 units, but the right units. And overflowing treasuries (mine too!) kills off the economic balancing act that makes the game what it is at the strategic level.
I understand this which was why I didn't increase costs and build times on too much stuff. With Lusted's LTC the increased prices mean more income is needed to buy the same old things so you end up basically needing even more money than before. I actually use Lusted's LTC 2.1 money Script in this, it's main purpose is just to get the AI going early on and keep it going when it's struggling.
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Oh, I am seeing a lot of errors in the logs. Also, the log directory is set up in the data directory, but the .cfg points to it being at the top level: Problemfixer/logs/system.log.txt. Since the directory doesn't exist, no log is created until you manually create the folder.
There are a lot of missing files reports. I suspect you're not installing all the files the game wants in the mod folders. It may result in problems farther in. Also, script errors involving some of your changes. A lot in the traits file. A few in buildings.
"Infantry_bonus_ capability seems not to exist, by that name.
I think using "=>" <> ">=" but haven't tested that yet. That's in the standing file.
Loads of trigger parsing stuff in traits. Some just don't mix with some trigger conditions.
he traits ones are because of the anti-traits fix. The game thinks anti-traits are working right and is warning me that the triggers are redundant. Don't worry though, they still work as written, the game just thinks their redundant. I know about the building one, was going to try to fix it. The missing files aren't an issue, ALL modded games get them even with every file unpacked. it's because their are some files that are ignored I think when reading from the Packs in vanilla. In a modded game it doesn't ignore them, so don't worry about the errors.
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Okay, I started a campaign as Turks on H/H. It's turn 6. The Bizzies look pretty skinny. (So do I!) I managed to take Adana, barely. There were 6 silver chevron units, 2 archers, 2 spears, 2 heavy Cav (eek!). All had weapon upgrades. The foot units had armor upgrades too (padded). It's a piddling Motte & Bailey with nothing in it. (Playing on normal unit sizes.)
I scraped together 2 leaders from Caesarea and Iconium and all the units I could dredge up in 6 turns time. That made 2 leaders (4 stars) with their Cav, 2 Turk archers, 1 militia spears, and the two Turkomen HA I started with. I forced them to sally, so I had no wall towers to deal with (3 turns wait). It was not pretty and IMO it took too long. The morale boost just makes the combat last a LONG time. Units were not routing until they were down to single digits from 60-75. Partly that may be the silver chevron. Still.
Actually I've lowered Morale, Let me check my list, I might have mis wrote something.
However having Silver Chevrons reverses most of that. the Armour is worth about 4 points of defense from all directions against both missile and non-missile attacks, and the weapons seemed to be a 25% buff according to the MP people. the Chevrons are either +4 or +8 morale and +2 attack and defense skill. Morale lowering is as follows:
All peasants except Aztecs and Highland rabble dropped from 3 to 1 (the two left are above average anyway so...). % dropped to 4, 9 dropped to 6 and 11 dropped to 8 except for bodyguards and units with Lock_Morale. However with the morale boosts, those militia might have had as good a morale as JHI in VANILLA, and better than them in ProblemFixer. It makes it easier to get chain routs and makes watching your own morale and getting slightly beaten/tied/shot up more important now.
Oh, and spears/Pikes now inflict a -2 morale penalty on mounted units. Run you damm elephants, run :laugh4:.
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I lost half my force in the process, including both leaders. The heavy Cav had me outnumbered 2 to 1 and their chevron made a big difference. And they didn't rout until down to 5 or so. My HA and archers survived, and about half the spear unit that held well strung out in a line 2 deep. The Cav never got off a charge on them though. The archers had to pitch in with swords and the somewhat delicate HA had to charge too, before it was over with. I lost about half my HA. Still, I killed twice what I lost. Hurt badly though.
In some ways that what i wanted, I'd rather leaders didn't die so easy. But I find I now need 3/4 stacks of good castle only troops to overwhelm my opponents now with few losses. Also I wasn't trying to create marathon battles. Damm I wish I could do something about the rebel morale.
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One other oddity. I got no chevrons and normally I would. With all those friendly casualties, the survivors usually do well. Is the exp gain toned down? If so, we have too many "balances" in play at once. With slower exp gain the losses will remain high longer. So don't need the extra morale too. Or vice versa.
I haven't touched experience. You can't I'm afraid.
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From looking at the charts, Denmark is the only other faction to take a territory so far.
It's because they have no starting military infrastructure, (another good reason for adding it). They need about 10 turns before they can start getting good troops out, and they don't buy mercs like I do. That probably why i missed the Turks issue. Apart from never having played them I've always hired masses of mercs even in vanilla, so if I had to wait to get some units it never really bothered me as mercs got me by until then.
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Heh, out of curiosity I went back and reloaded the quicksave and autoresolved. It showed I had a slight advantage (say 11 of 20). First try: Crushing defeat. 177 men lost to 16 killed. Trying again.
Oh, nice, the scumm rebels want to ransom me back my men! :P On the other hand, the AI in autoresolve isn't as ruthless with leaders. Both survived. Neither has scars either! Cowards!
I don't think you can actually lose your leader in auto-resolve, something kicks in that means only a disbanded army will cause that.
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Originally Posted by chickenhawk
That is why there are twice as many turns. Your going to need them.
Very true indeed. Also what else he said.
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I understand the object is to make it harder to slow things down. But I'd prefer that to be at the strategic level. I don't need battles lasting more than three times as long. I get plenty of long battles as it is. I as much as it cringe to say it, I'd prefer more opposing units to ones that refuse to rout. Especially starter, non-pro troops. What is it gonna be like against the first string? Will there be ANY prisoners to ransom?
It's the Silver Chevrons, it adds a LOT of morale to the units. I could try more rebels with lower experience though if you like?
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This is just feedback. I may be the minority.
I don't care if your a Minority, you seem o have hit a lot of issues I wasn't even aware exited until just now.
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Wow, merchant income is 10x higher. May be too high. Sure makes merchants pay early. That said, my treasury is running on empty, which is not at all normal for me. hiring a lot more units and expanding a lot more slowly. Not getting the incremental taxes. I don't sack often, so that's no factor of significance.
8X actually, but you have much reduced acquisition chances and are near some VERY big starting resources that are worth a lot close up even. In western Europe the income is much lower.
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Interesting. That time it didn't take nearly as long. My losses were slightly higher at 99, but I killed 222. Better ratio but bloodier. The plain HA took a lot of missile hits. In the confusion of setting up to meet the sally (I hate not being allowed to set up first) the Turk archers on their side got set up and did some damage before I could sic my heavy Cav on them. The swarming HA really did a number on their morale. Maybe if the battle isn't close the time will work out Okay. That went fast. It hurt having the spears holding ladders, etc. By the time they got mostly into line, they were being charged by the enemy militia. And I had no time to micro maneuver the HA, I just charged them in on skirmish and let them do it themselves. It was a swarm, but it worked. All but the archers (their general was an archer leader) broke at once, then my heavy hit their archers and broke the non-general one, chased it towards the gate a bit, then revered and charged the other from the rear. That was it.
Sounds better. Bear in mind that the rebel units are 2-3 times more effective than before so it's much easier to end up with similar power armies than before. As you noted these battles take forever.
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Shuffled the bulk of the stack on to Aleppo. 3 turns until they sally. Damascus and Jerusalem look ugly. Acre only had 4 units last I saw so that will be next. It's a fort too, so I can use it to rebuild HA. Caesarea is now a town, as is Mosul. Bizzies have taken 2 territories, I think in the Balkans. Egypt is a flatline. Jerusalem walls are damaged, maybe they tried and failed. They're welcome to try again. Soften it up for me. Oh, Bizzies took Smyrna. I see the border is purple now. Time to watch my back.
Once they do take it Egypt tends to go pretty crazy in my experience, but they do try and fail a lot i find first. And TBH your lucky, I was tempted to buff Jerusalem even more to make it really hard on the first crusade that usually gets sent their.
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The spawn of heretics has either been high, or the spawn of imams has been low. The starter one went heretic on me. So no jihad ability yet. Trying to train up a couple now, but slow going from 1 or 2 piety. If I go to the fringes, the heresy number is 20+ and I risk just ending up with more heretics. In Tbilisi the current number is over 40. Unless the heretic pop value has been changed, I suspect it's just the roll of the dice.
I think I ovverdid Heretics, most people complained they where easy to whack so i upped spawn rates and conversion rates, but I think I went too far as HRE tends to be infested with the buggers.
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We won mainly through routing the enemy, enemy force was a little over 1000 men (playing on Normal unit size), and while there where 0 left, we only killed ~250...
This sounds more normal. I find in custom battles now that about as many are captured as are killed as units rout much more easily now.
How are people finding the Honest/Dishonest ruler traits then?
Alright, give me a minute and I'll writ up the Conclusions post.