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  1. #1
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: Phalanxes in version 1.1

    Faster attacks are a "no can do", at least without going to mess around with the animations which I sure don't know how to do. I can test the knockback idea, although I expect the results to be right strange...
    "Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."

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    Default Re: Phalanxes in version 1.1

    Quote Originally Posted by Watchman View Post
    Faster attacks are a "no can do", at least without going to mess around with the animations which I sure don't know how to do....
    oh.... forgot about the animations. Yah I take that back. It would look and sound wierd too.
    Last edited by NeoSpartan; 01-15-2009 at 18:49.

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    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Phalanxes in version 1.1

    Well, knockback, low lethality, and high attack rating might work. I think others have done it before and it makes things a little OP/weird.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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    Sharp/Charismatic/Languorous Member Novellus's Avatar
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    Default Re: Phalanxes in version 1.1

    In the mean time, while people are experimenting with the radii of units, does anyone know how to return the phalanx ability?
    Last edited by Novellus; 01-17-2009 at 15:50.
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    Default Re: Phalanxes in version 1.1

    Quote Originally Posted by Watchman View Post
    Faster attacks are a "no can do", at least without going to mess around with the animations which I sure don't know how to do. I can test the knockback idea, although I expect the results to be right strange...
    I take the chance to ask (you are a member of EB team IIRC) something that puzzles me a bit : why don't you use the attack delay feature to portray the differences in weapon speed and in warriors' skill?
    Why you use it only for lances and ranged weapons?

    I'm taking care of the Paeninsula Italica EDU during the mod leader absence, and I found attack delay great in resolving balance issues, but I'm inexperienced as a modder, and this question haunts me costantly.

    Thanks in advance.
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  6. #6
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: Phalanxes in version 1.1

    There's not really too much difference in the overall "attack speed" of most melee weapons, and such as there are are mainly subsumed into the modifier they impose on the warriors' attack skill value. Dunno about the missiles - when I came on board the stat system had been established a long time ago so I'm not privy to the reasonings that went into it, my job's mainly "error-checking" the values in the EDU - but in any case I know the diverse lances have that nasty delay to counterbalance their very high lethality values and to help simulate the fact they're rather cumbersome and unwieldy weapons designed for the charge rather than the ensuing melee.

    Side note: from the testing I've been doing with modified radius values on various units, I'll have to say that hot damn it's looking promising. Big thumbs-up for everybody who suggested and contributed to the idea (PraetorFigus and anybody else I may not be remembering ATM) - as the Soldier says in Team Fortress 2, "You deserve a medal!"
    Last edited by Watchman; 01-18-2009 at 21:15.
    "Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."

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    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Phalanxes in version 1.1

    Are you going to try a little bit of this for MIITW as well?
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



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  8. #8
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: Phalanxes in version 1.1

    No idea, I'm not involved with EBII statting (yet, anyway) - only recently having bought M2TW and still only planning to purchase Kingdoms has a fair bit to do with that. But if it works out well for EB1, and the M2TW engine doesn't have any fundamental differences that disallowed it, I would assume it's going to at the very least get tested.
    "Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."

    -Church of the Flying Spaghetti Monster

  9. #9
    is on the outside looking out Member PraetorFigus's Avatar
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    Smile Re: Phalanxes in version 1.1

    Bump?


    Uggh, I got caught up with RL...

    With the pseudo-phalanxes I'm thinking of posting a modified edu in the EB UMP section when I get time to work on it, I want that to be soon,

    unless someone else has started already, then I'll contribute to your work.

    I expect to leave most stats alone with mods in the unit radius, formation spacing, defensive skill and lethality (maybe troop numbers also), open to modding others attributes for balancing if necessary.

    I'll be open to any suggestions for any units and have been considering doing some things that were suggested about making hoplites fight more with pushing and less lethality, for example also.

    The goal for the hoplites is trying to mimic the "shield-wall" effect that some of those units seem better suited for with their style of shield then how they work now as other spearmen that spread out against an enemy front without guard mode. But the planned mod is primarily for the pseudo-phalanxes.

    Feel free to PM me.
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