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Thread: Idea: Lowering Experience Limits

  1. #1

    Default Idea: Lowering Experience Limits

    After replaying a fair bit of EB1 I have come to the conclusion that the experience (particularly that gained by the AI in its unrealistic attack and retreat strategy against rebel cities) gained leads to totally unrealistic battles.

    In one instance, I was attacking a group of Adeui who had taken up residence at a crossing. This particular group had spent probably 20 years fighting autocalc battles assaulting rebel (and Averni) cities, and as such had a minimum of 2 silver chevrons each.

    Needless to say, I found it slightly ahistoric that in a frontal assault the levy spearmen took my Polybian Triarii down to 60 men in very short order. This is not the first time either. The infamous rebel stacks in cities boast freed peasants that can strike terror into any commanders elite troops.

    Is there an option to reduce the experience cap on any troops to say, a silver chevron? I realise that experience did play a large part in the combat ability of any troops, however triple gold chevron peasant levies are insane (and totally ahistoric).

    Some of the historical rebels might have had massive morale, but the ability to take on and defeat well armoured and experienced troops with little more than sticks? I think not...


    Anyway, I realise I have no right to demand anything from people who have spent years of their time, voluntarily, to create an incredible game free of charge, so I am simply putting the idea up for discussion..

  2. #2
    Slixpoitation Member A Very Super Market's Avatar
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    Default Re: Idea: Lowering Experience Limits

    You don't need to. The experience gain in M2TW is greatly reduced. I think it's hardcoded to give you +1 attack and defense for every three chevrons you get.
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  3. #3
    Near East TW Mod Leader Member Cute Wolf's Avatar
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    Default Re: Idea: Lowering Experience Limits

    minor correction for AVSM, in kingdoms, we have +1 attack for every 3 chevrons, but better morale addition I think...

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  4. #4

    Default Re: Idea: Lowering Experience Limits

    Ok, I wasn't aware that experience was handled differently (despite having played MTWII quite a bit ).

    Feel happier already. Thanks.

  5. #5
    mostly harmless Member B-Wing's Avatar
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    Default Re: Idea: Lowering Experience Limits

    Yeah, experience gains in M2TW are much less significant than in RTW. The only immediately perceivable difference is a +1 bonus to attack at the beginning of each chevron color tier (for lack of a better term). So, a unit's first chevron gives +1 attack, the fourth gives +1 again (for +2 total), and the seventh gives another +1 (for a total of +3).

    Interestingly, ranged attacks do not increase with experience, but I believe some tests have shown that their accuracy increases, which should make up for that.

    I would expect morale increases as well, but I cannot confirm that.

  6. #6
    urk! Member bobbin's Avatar
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    Default Re: Idea: Lowering Experience Limits

    Quote Originally Posted by B_Ray View Post
    Interestingly, ranged attacks do not increase with experience, but I believe some tests have shown that their accuracy increases, which should make up for that.
    I think this is the case in RTW as well but the game incorrectly shows it as a attack increase on the unit cards.


  7. #7
    Member Member Macilrille's Avatar
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    Default Re: Idea: Lowering Experience Limits

    The morale thing is indeed much more realistic. Many a war have shown how veteran units hold where others would break and run. And how a small core of veterans surviving battle after battle continue to do so while Noobs die, and continue to put backbone into their unit. Of course, such vets are more lethal as well, but it is their morale that plays a significant role.

    Imagine standing next to a veteran legionaire, facing eles, naked berserkers or some other scary occurance (even more scary than the mere concept of a battle and consequences of such to your tender flesh) and he just stays calm and tells you it is no big deal- having seen it all before. From talks to veterans of our modern-ish wars I can tell you such means a lot. that, training and the friendship with the other guys in the subunit, a Contubernia fx.
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    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Idea: Lowering Experience Limits

    Morale is the most important factor anyways on a reasonably good unit. Scary units are so broken and horses so easily break everything.
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  9. #9

    Default Re: Idea: Lowering Experience Limits

    How work that "unit_experience_upgrade_effect true" in the preferences?
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  10. #10
    urk! Member bobbin's Avatar
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    Default Re: Idea: Lowering Experience Limits

    It controls the glow effect you see when a unit is promoted to a higher experience level.


  11. #11
    Tuba Son Member Subotan's Avatar
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    Default Re: Idea: Lowering Experience Limits

    I like that glowing. And verbs.

  12. #12
    EB on ALX player Member ziegenpeter's Avatar
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    Default Re: Idea: Lowering Experience Limits

    Oh, you can turn it off? I don't want any vampires in my army. 14-y o girls with braces are hindering my baggage.

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  13. #13
    urk! Member bobbin's Avatar
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    Default Re: Idea: Lowering Experience Limits

    Yep just set "unit_experience_upgrade_effect true" to "unit_experience_upgrade_effect false" in the preference file and it will be gone, you can also remove things like the green arrow markers and unit banners too.
    Last edited by bobbin; 01-27-2010 at 21:19.


  14. #14
    EB on ALX player Member ziegenpeter's Avatar
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    Default Re: Idea: Lowering Experience Limits

    Quote Originally Posted by bobbin View Post
    Yep just set "unit_experience_upgrade_effect true" to "unit_experience_upgrade_effect false" in the preference file and it will be gone, you can also remove things like the green arrow markers and unit banners too.
    Something I'd advise every player. It looks so much better! But thanks, I did'nt know about the sparkling effect though.

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  15. #15
    urk! Member bobbin's Avatar
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    Default Re: Idea: Lowering Experience Limits

    Yes I think so.


  16. #16
    master of the wierd people Member Ibrahim's Avatar
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    Default Re: Idea: Lowering Experience Limits

    Quote Originally Posted by Macilrille View Post
    The morale thing is indeed much more realistic. Many a war have shown how veteran units hold where others would break and run. And how a small core of veterans surviving battle after battle continue to do so while Noobs die, and continue to put backbone into their unit. Of course, such vets are more lethal as well, but it is their morale that plays a significant role.

    Imagine standing next to a veteran legionaire, facing eles, naked berserkers or some other scary occurance (even more scary than the mere concept of a battle and consequences of such to your tender flesh) and he just stays calm and tells you it is no big deal- having seen it all before. From talks to veterans of our modern-ish wars I can tell you such means a lot. that, training and the friendship with the other guys in the subunit, a Contubernia fx.

    indeed. in fact, here is a very good example of what you are talking about. more recent than EB"s timeframe, but illustrative:
    Spoiler Alert, click show to read: 

    battle of Kolin:
    this regiment, the I leib battalion repulsed repeated cavalry charges from the Austrian army, while covering the retreat of the prussian army.


    still think that the current system isn't perfect, but its a LOT better than no morale system at all.
    Last edited by Ibrahim; 01-29-2010 at 00:02.
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