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Thread: Any suggested house rules to make the game more challenging? (VI expansion)

  1. #61

    Default Re: Any suggested house rules to make the game more challenging? (VI expansion)

    Quote Originally Posted by Gilrandir View Post
    These are the only things you really need to know. So numbers are useless.
    yes.. and no.. - they are useful for match ups - obviously of same type units [not swords vs spears!! the winner is clear there] - swords vs swords etc.. certain "swords" are much weaker than others.. its good if you know that..

    even in swords vs say - spears types - very strong spears will hold off or even beat weak swords..

    some units have a lot of armour but low attack.. this means they will win in a match up - but slowly.. they'll need time and will tire - its good to know the numbers if you can..

    EDIT: i mean worth remembering unit stats (attck/def + morale + maybe armor) - for situationa bonuses obviously.. not needed - just the situations..
    Last edited by gallum; 01-17-2019 at 16:50. Reason: added info

  2. #62
    Senior Member Senior Member ReluctantSamurai's Avatar
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    Default Re: Any suggested house rules to make the game more challenging? (VI expansion)

    So numbers are useless
    For in-game, real-time play...yes.

    For anal-retentive idiots like me who want to know why certain things happen the way they do, they are not useless
    High Plains Drifter

  3. #63
    Member Member Gilrandir's Avatar
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    Default Re: Any suggested house rules to make the game more challenging? (VI expansion)

    Quote Originally Posted by gallum View Post

    EDIT: i mean worth remembering unit stats (attck/def + morale + maybe armor) - for situationa bonuses obviously.. not needed - just the situations..
    Unit stats are crucial and are to be remembered, blind, drunk or asleep. The information on what moral penalties/bonuses accrue in what case is to be read once and once only. No arithmetics is likely to be implemented after that while playing.
    Quote Originally Posted by Suraknar View Post
    The article exists for a reason yes, I did not write it...

  4. #64
    Ja mata, TosaInu Moderator edyzmedieval's Avatar
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    Default Re: Any suggested house rules to make the game more challenging? (VI expansion)

    Adding 2 bits here - if you want a more challenging game, I strongly suggest you do either an XL Mod Campaign in High or a BKB Super Mod campaign in Early.
    Ja mata, TosaInu. You will forever be remembered.

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  5. #65

    Default Re: Any suggested house rules to make the game more challenging? (VI expansion)

    Another house rule you could use is:

    change faction [using the -ian], after a period - say after 1204 - in this way, you will start all over again in a - completely new [as history would have unfolded] - challenging position, and will also eventually have to fight the faction that you grew in the initial period..

    teh -ian bit works like so:

    Spoiler Alert, click show to read: 
    1. Make a shortcut of you MTW exe (if you don't use one)
    2. Then right click the short cut and select "Properties". This will show you among other things the target box of the exe shortcut. Put then your cursor to the target box. Leave the text there as is, and also leave one space.
    3. Then type: -ian

    The -ian command line allows you to change factions mid game. It also allows you to add further commands, and zoom in and out of the battle field without limits on the camera angle, which is good for a "close to the action" feel as well as for screenshots. Every faction is represented by a number of your keyboard.

    Factions are:
    1. Rebels
    2. Almohads
    3. Byzantines
    4. Danes
    5. Egyptians
    6. English
    7. French
    8. Germans
    9. Italians
    0. Polish
    Shift+1. Russians
    Shift+2. Spanish
    Shift+3. Turks
    Shift+4. Aragonese
    Shift+6. Golden Horde (after they appear)
    Shift+7. Hungarians
    Shift+9. Pope
    Shift+0. Sicilians

    Furthermore, and after leaving a space for -ian after each, you add the following two command lines:
    -loyalty:130
    -green_generals

    The loyalty bit makes the AI keep 130 loyalty in all his provinces at all times, This practically means that he is keeping small garrisons in them, and hence his long terms devlopment is much safer from rebellions civil wars and his attacks more prudent rather than recklessly opportunistic

    The green_generals makes dead generals being replaced by the game engine by new statistically inferior versions; hence you cannot cultivate super generals over a long campaign. It also downgardes and changes their traits.


    For the province loyalty, you can try different values - higher of 130 - however that makes the AI super conservative and practically never attacks.. 130 is a good compromise..

    Shift+5 and Shift+8 that are missing from teh list, should be the swiss and the burgundians - after they appear obviously..
    Last edited by gallum; 01-21-2019 at 23:42. Reason: added material

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