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Thread: Small Multiplayer Tactics Mod

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    Default Small Multiplayer Tactics Mod

    Hello,

    I'm interested in making a simple multiplayer mod. The idea is to pare the unit rosters and types down to only have one unit per niche, have each tactical niche filled, and make the strengths and weaknesses of each unit type exaggerated in order to properly reward the right tactics in a totally unambiguous way. This would include exaggerating the buffs/debuffs from terrain.

    The motivation for this mod is partly with the ambiguity around the unit balance. For example, in general swords should beat spears in the melee, but what if it's elite spearmen? or upgraded spearmen? or cheaper militia swords? Then the issue becomes muddled and the outcome is not clear, especially given how many combinations of different unit types, including all of their upgrades, there are. Rather than militia spearmen, levy spearmen, heavy spearmen, warband spearmen, auxiliary spearmen, etc...there would just be one unit, spearmen. I think this would make tactical decision-making clearer, and balance potentially much better and easier to implement.

    I think it would also ensure a bit more balanced and interesting army selections, rather than just the most expensive heavy cavalry and infantry facing off against one another in so many matches. I'm taking some cue in part from Shogun 2 where the more elite units were both more expensive and smaller, as wells as from Arena where the terrain type was so important. I'm thinking that simplifying the unit selection will put most of the emphasis on the tactical decision-making, which will itself be much clearer and with more strongly established rewards/punishments for playing correctly.

    I've chosen these generic unit types to fill each tactical niche. Here are descriptions of their general traits. In the spoiler are the actual numbers. At the end there is more of a description of their tactical niche.

    Swordsmen: very good all around, heavily armoured, expensive, smaller unit size, shielded, inspires other units, very good morale
    Spearmen: good defense, excellent vs cav, larger shield size, larger unit size, medium armor, bad in forest/scrub, normal morale
    Pikemen: light armor, small shield, excellent defense, very bad on flanks, very large unit size, very poor in forest/scrub, lowish morale
    Two-Handers: no armor, no shield, weak defense, excellent attack and charge, small unit size, pretty expensive, good in forest, excellent morale
    Light Infantry: fast, 4 javelins, good attack, light armor, medium shield, good in forest, normal morale (not a cheap unit, a good infantry unit that sacrifices armor for manueverability and some AP throwing javelins)
    Archers: decent range and missile attack, debuffed in forest and snow, worthless in melee, low morale
    Heavy Cavalry: excellent all around, expensive and smaller in number, shielded, causes fear, debuffed in forest, excellent morale,
    Light Cavalry: good attack and decent defense, light armor, small shield, fast, debuffed in forest, larger numbers for cav, normal morale
    Lancers: excellent charge and high attack, no shield and little armor and defense, debuffed in forest, fast, normal morale
    Horse Archers: decent range and missile attack, poor in melee, debuffed in forest, lowish morale

    Also considering:
    legionnaires
    cheap throwaway infantry like peasants or militia
    siege units
    some kind of large, cheap, light/med armored, mediocre skill, shield/one-handed sword or axe unit that would serve a similar role to spearmen (cheap mass of line infantry), but worse against cavalry, better on the flanks, no forest debuffs, and better against other infantry, higher attack/charge but lower defense.

    I didn't really like how slingers, archers, and javelinmen filled a similar niche, just with distinction in range, ammo, and damage. Instead, I thought I could simplify to one long ranged unit (archers), and then a separate light infantry unit with a more realistic 4 javelins, good attack, light armor and forest buffs.

    Here's the export_descr_units file as of right now. I've placed all these units into Dacia and Armenia, and gotten rid of Dacia and Armenia's other units, and moved over the right unit cards, just for testing so far:

    Spoiler Alert, click show to read: 


    Swordsmen
    type barb warguard gaul
    dictionary barb_warguard_gaul ; Chosen Swordsmen
    category infantry
    class heavy
    voice_type Heavy_1
    soldier barb_warguard, 35, 0, 1.5
    officer barb_standard
    attributes sea_faring, command
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 13, 5, no, 0, 0, melee, simple, piercing, sword, 25 ,1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr no
    stat_pri_armour 12, 12, 7, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 5
    stat_ground -3, -2, -3, 0
    stat_mental 12, impetuous, trained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 680, 210, 70, 110, 750
    ownership gauls, dacia, armenia

    Spearmen
    type carthaginian medium infantry
    dictionary carthaginian_medium_infantry ; Libyan Spearmen
    category infantry
    class spearmen
    voice_type Medium_1
    soldier carthaginian_medium_infantry, 45, 0, 1
    officer carthaginian_standard
    attributes sea_faring, hide_forest, can_sap
    formation 1, 1, 2, 2, 4, square
    stat_health 1, 0
    stat_pri 8, 4, no, 0, 0, melee, simple, piercing, spear, 20 ,1
    stat_pri_attr spear, spear_bonus_12
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr no
    stat_pri_armour 8, 5, 15, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground -1, 0, -5, 0
    stat_mental 8, normal, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 400, 170, 40, 60, 400
    ownership carthage, dacia, armenia

    Pikemen
    type greek pikemen
    dictionary greek_pikemen ; Phalanx Pikemen
    category infantry
    class spearmen
    voice_type Medium_1
    soldier greek_pike_phalanx, 60, 0, 1
    attributes sea_faring, hide_forest, can_sap
    formation 1, 1, 2, 2, 8, square, phalanx
    stat_health 1, 0
    stat_pri 11, 2, no, 0, 0, melee, blade, piercing, spear, 25 ,1
    stat_pri_attr spear, long_pike, spear_bonus_12, ap
    stat_sec 6, 2, no, 0, 0, melee, simple, piercing, sword, 25 ,1
    stat_sec_attr no
    stat_pri_armour 5, 3, 2, leather
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground -2, 0, -8, -1
    stat_mental 6, normal, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 580, 250, 60, 90, 400
    ownership macedon, seleucid, thrace, dacia, armenia

    Two-Hander

    type warband dhaxe german
    dictionary warband_dhaxe_german ; Chosen Axemen
    category infantry
    class heavy
    voice_type Heavy_1
    soldier warband_dhaxe, 30, 0, 1.5
    officer barb_standard
    attributes sea_faring, hide_improved_forest, hardy, warcry, frighten_foot
    formation 1.2, 1.2, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 18, 8, no, 0, 0, melee, blade, piercing, axe, 35 ,1
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr no
    stat_pri_armour 0, 0, 0, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 4, 0, 5, 2
    stat_mental 16, impetuous, untrained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 580, 200, 60, 90, 700
    ownership germans, dacia, armenia

    Light Infantry

    type merc illyrian
    dictionary merc_illyrian ; Illyrian Mercenaries
    category infantry
    class missile
    voice_type Medium_1
    soldier greek_heavy_peltast_merc, 40, 0, 1
    mount_effect elephant +6, chariot +6
    attributes sea_faring, hide_improved_forest, mercenary_unit, hide_long_grass, hardy
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 18, 4, javelin, 60, 3, thrown, archery, piercing, spear, 5 ,1
    stat_pri_attr thrown, ap
    stat_sec 4, 3, no, 0, 0, melee, simple, piercing, sword, 20 ,0.8
    stat_sec_attr no
    stat_pri_armour 4, 5, 5, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 3
    stat_ground 5, -2, 5, 2
    stat_mental 6, impetuous, untrained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 380, 130, 40, 60, 400
    ownership slave, macedon, thrace, dacia, armenia

    Archer

    type roman archer
    dictionary roman_archer ; Roman Archers
    category infantry
    class missile
    voice_type Light_1
    soldier roman_archer, 40, 0, 0.8
    attributes sea_faring, hardy, can_sap
    formation 1.6, 2, 3.2, 4, 3, square
    stat_health 1, 0
    stat_pri 8, 1, arrow, 130, 24, missile, archery, piercing, none, 25 ,1
    stat_pri_attr no
    stat_sec 2, 1, no, 0, 0, melee, simple, piercing, knife, 25 ,1
    stat_sec_attr no
    stat_pri_armour 0, 2, 0, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 1
    stat_ground 2, 0, 3, 0
    stat_mental 2, low, untrained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 190, 170, 20, 30, 300
    ownership romans_julii,romans_brutii,romans_scipii,romans_senate, dacia, armenia

    Heavy Cavalry

    type barb gothic cavalry german
    dictionary gothic_cavalry_german ; Gothic Cavalry
    category cavalry
    class heavy
    voice_type Heavy_1
    soldier barb_gothic_cavalry, 20, 0, 1
    mount heavy horse
    mount_effect elephant -8, camel -4
    attributes sea_faring, frighten_foot, frighten_mounted, command
    formation 1.5, 4, 3, 6, 4, square, wedge
    stat_health 1, 0
    stat_pri 18, 10, no, 0, 0, melee, simple, piercing, spear, 25 ,1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr no
    stat_pri_armour 11, 9, 4, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 5
    stat_ground -3, -2, -8, 0
    stat_mental 20, impetuous, trained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 790, 190, 80, 120, 1000
    ownership germans, dacia, armenia

    Light Cavalry

    type carthaginian cavalry
    dictionary carthaginian_cavalry ; Round Shield Cavalry
    category cavalry
    class light
    voice_type Medium_1
    soldier carthaginian_cavalry, 33, 0, 1
    mount medium horse
    mount_effect elephant -8, camel -4
    attributes sea_faring, frighten_foot, hardy
    formation 1.5, 4, 3, 6, 4, square, wedge
    stat_health 1, 0
    stat_pri 5, 10, no, 0, 0, melee, simple, piercing, sword, 20 ,0.9
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr no
    stat_pri_armour 3, 5, 4, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat -1
    stat_ground -1, 0, -6, 0
    stat_mental 6, normal, untrained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 330, 110, 40, 50, 350
    ownership carthage, spain, slave, dacia, armenia

    Lancer

    type greek light lancer
    dictionary greek-Light_lancer ; Light Lancers
    category cavalry
    class light
    voice_type Light_1
    soldier greek_light_lancer, 25, 0, 1
    mount light horse
    mount_effect elephant -8, camel -4
    attributes sea_faring, frighten_foot, power_charge
    formation 1.5, 4, 3, 6, 4, square, wedge
    stat_health 1, 0
    stat_pri 8, 18, no, 0, 0, melee, blade, piercing, spear, 25 ,1
    stat_pri_attr no, ap
    stat_sec 5, 8, no, 0, 0, melee, simple, piercing, sword, 20 ,1
    stat_sec_attr no
    stat_pri_armour 3, 2, 0, flesh
    stat_sec_armour 0, 1, flesh
    stat_heat 1
    stat_ground -2, -1, -8, 0
    stat_mental 8, disciplined, trained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 370, 140, 40, 60, 400
    ownership macedon, dacia, armenia

    Horse Archer

    type east horse archer
    dictionary east_horse_archer ; Horse Archers
    category cavalry
    class missile
    voice_type Medium_1
    soldier east_horse_archer, 27, 0, 1
    mount light horse
    mount_effect elephant -8, camel -4
    attributes sea_faring, cantabrian_circle
    formation 3, 4, 6, 6, 4, square
    stat_health 1, 0
    stat_pri 4, 2, arrow, 100, 40, missile, archery, piercing, none, 25 ,1
    stat_pri_attr no
    stat_sec 3, 2, no, 0, 0, melee, simple, piercing, knife, 25 ,1
    stat_sec_attr no
    stat_pri_armour 1, 2, 0, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat -1
    stat_ground -4, 0, -8, -5
    stat_mental 4, low, untrained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 440, 110, 50, 70, 440
    ownership parthia, armenia, slave, dacia, armenia



    I spent a good while balancing but it's still not balanced of course. The idea though is for the niche of each unit to come out as follows:

    Swordsmen: elite heavy melee infantry that are very good all around and smaller in number, used for shoring up the weak points in the line
    Spearmen: the cheaper mass of regular infantry in the army that form the line, with bonuses against arrows (large shield) and cavalry, hold out for a long time but don't inflict many kills
    Pikemen: fill a similar role to spearmen, potentially a cheap substitute for a longer line because more men per unit, but they have pikes/phalanx formation of course (with all that entails), are much worse against ranged though (especially javelins) because of small shields and lighter armor
    Two-Handers: elite attack/charging infantry that tear in to armor and units stuck in the forest, good for ambushing and breaking through the enemy infantry line, but very vulnerable to arrows and cavalry charges.
    Light Infantry: good for breaking up shield/spear walls with javelins (is there an anti-shield bonus stat?), and for flanking and ambushing in forests.
    Archers: long ranged unit with no melee ability and low morale, good for killing un-shielded and lightly armored enemies.
    Heavy Cavalry: a small but expensive unit of elite heavy cavalry that are excellent all around, except a little slow for cavalry, protect the general, can be used in the most desperate scenarios, or to kill enemy light cav/lancers, cause fear to enemies and inspire allies with their presence.
    Light Cavalry: a larger and cheaper cav unit good at running down light infantry and archers, can catch and beat lancers unless they suffer a serious charge from them, mediocre in extended melee, and lowish morale
    Lancers: a normal sized cav unit used for charging, disengaging, rinse and repeat, will get eaten alive in extended melee
    Horse Archers: a skirmishing and screening unit for drawing away enemies, weak in melee

    I messed with lethality some but the results of doing that are pretty stark so I set those back to one. I also changed the unit delays but I didn't really see much difference.

    Where do you think my balance needs work? I know that it does, especially in unit costs, but I wanted to get the forum's thoughts. Here's some more balance stuff I'm considering:

    Increase unit speed and decrease rate of exhaustion even more for light inf, archers and maybe two-handers (with ‘hardy’ attribute?), opposite for heavy infantry
    Decrease time that lancers keep charge bonus so that they must rinse and repeat charges.
    Decrease lancer primary attack while keeping their charge very high, and make sure that their secondary attack and armor are below light cav
    Buff light cav morale, attack, and defense a little
    Buff pike defense a little (i guess mostly with skill so they are still vulnerable to archers)
    Decrease javelin and archer range

    What do you think of this idea in general?

    Am I missing any niches?
    Last edited by jagtair5; 10-09-2016 at 16:54.

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