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Thread: Differences in Unit Performance

  1. #1
    Nur-ad-Din Forum Administrator TosaInu's Avatar
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    Konnichiwa TogakureOjonin san,

    This is the readme written by Yuuki. I guess it will provide a good insight. Feel free to ask more info if needed.

    June 5, 2002
    Readme for the unofficial v1.03 unit parameters for Shogun WE/MI.

    In an effort to correct imbalances in Shogun WE/MI v1.02 multiplayer, MizuTosaInu and
    MizuYuuki have guided a 4 month effort to develop an alternate v1.03 stat which will work
    in online friendly games. Comp games use an internal v1.02 stat, and are unaffected by the
    v1.03 alternate stat. This v1.03 stat would require modifications for use in the single
    player campaign.

    Community members who helped in the developement and testing include: RageMonsta, RageStorm,
    RageKrast, AMPMortog, DreadLahll, MasterTurin, Paolai, MizuKraellin, Kocmoc, MagyarKhan,
    RageFury, RageXGhost. Many players provided ideas and opinions either directly online or
    in posts at the Sword Dojo. Khan7's separate stat developement lent several ideas that were
    utilized. We believe the v1.03 can be used without limits or rules on unit choices, and
    provides a satisfyingly rich rock, paper, scissors tactical gameplay.
    However, due to the way the upgrade system works, games will play best at about 7000 koku.
    The rock, paper, scissors system will progressively break down as the koku level is raised
    and will be suffering considerably at 10,000 koku. Since the overall rate of attrition is
    less, units will maintain higher morale when fighting and there should be less need to play
    at high koku levels.

    Installation directions:

    Unzip the stat and accompanying StatBat file to your main shogun WE/MI directory.
    For convienience, creat a shortcut on your desktop to the StatBat file. Run the StatBat and
    select the v1.03 stat. You can leave the DOS box open while you are playing Shogun.
    If you want to change back to v1.02 just ALT TAB from the online foyer to the desktop,
    pick the letter of the stat you want to load in StatBat, and go back to the foyer by clicking
    on the minimized Shogun WE/MI. There is no need to exit Shogun. You can switch stats at anytime
    before you enter the 3D battlefield. However, if you ALT TAB to the desktop after joining a game,
    you only have about 10 to 15 seconds to get back to the game before a timeout occurs and you loose
    your place in the game. All players in the game must be using the same stat. Anyone who's stat
    differs from the host's stat will drop as soon as the game starts. Unfortunatley, there is no
    visible indication of which stat is loaded.


    Summary of the major changes in v1.03 relative to v1.02:

    1) The rate of kills in hand-to-hand combat is slower giving more time to maneuver free units for
    flanking attacks and making units less likely to rout early.

    2) Muskets kill less per volley, have longer reload, have a higher ratio of friendly kills, have
    less ammo (15), have lower hand-to-hand combat ability and more armor. It's now possible to rush
    muskets with a higher chance of success.

    3) Arqs have less ammo (10), a slower reload but fire more powerful shots.

    4) Yari ashigaru have lower morale and lower combat ability which means they will loose to every
    other infantry type, but with moderate upgrades will still be useful for protecting guns from cav
    and for chasing routed units with their high foot speed.

    5) Samurai archers and cavalry archers use the same bow to allow Mongol light cavalry to have a
    bow with different characteristics. Samurai archers have more (36) ammo and less hand-to-hand
    combat ability while cavalry archers have less (18) ammo and less armor so that they remain inferior
    to foot archers in ranged combat.

    6) Warrior monks have slightly better hand-to-hand combat, higher morale and less armor which brings
    them back as a threat worthy of their 550 koku cost with archers being their mortal enemy.

    7) Naginata slightly improved hand-to-hand combat and morale to balance the improvement to warrior
    monks, although, they will still loose to warrior monk when in engage-at-will.

    8) Cavalry charge increased to keep it's balance relative to warrior monk and naginata without
    increasing it's strength relative to yari infantry.

    9) Turning speed of yari samurai, yari ashigaru and naginata slowed down to represent clumsy weapon.
    Affects combat ability.

    10) Turning speed of yari cavalry, naginata cavalry and heavy cavalry increased to improve
    manoeuvrability. Affects combat ability.

    11) Kensai armor lowered to zero since ranged units have such a difficult time hitting a single man.
    Run and charge speed raised.

    12) Battlefield Ninja stars slightly improved to increase killing rate, run and charge speed increased.

    13) Mongol heavy cavaly restored to 60 men, slowed down to Japanese heavy cavalry speeds, slightly
    less morale, less hand-to-hand combat power, closer spacing between men and turning speed decreased.

    14) Mongol light cavalry restored to 60 men, more (50) arrows of less power but higher accuracy,
    faster reload, less armor, closer spacing between men and turning speed
    decreased.

    15) Korean Skirmisher has less ammo, less range and less armor.

    16) Korean Spearman has slightly less hand-to-hand combat ability and less armor.

    17) Korean Guardsman has less armor.

    The Stats directory contains five extra subdirectories, in case you need the batfile to handle
    more custom stats. Copy the appropriate TroopStat.txt and Projectile.txt to one of the Custom_
    subfolders. The bat file will then be able to swap this stat.

    In some cases Windows refuses to execute batfiles. If that's the case you can manually copy
    TroopStat.txt and Projectile.txt out of the appropriate subfolder from Stats into the main
    STW directory. Confirm overwrite please.

    *********Please Note****************

    These stats nor the batfile are created by Creative Assembly, Electronic Arts Inc., its wholly owned
    subsidiaries or Licensors or Dreamtime Interactive Productions P/l. Therefore no
    responsibility can be taken for these stats or the results due to installation

    DO NOT CONTACT them for any help with this


    This topic may be of help: http://www.totalwar.org/cgi-bin....4;st=25

    And some extra install help: Install 103 guide.

    Edit: to answer the specific question about muskets. Their missile performance is almost equal to 1.02. There are some minor missile downgrades, but the significant downgrade in morale and hth combat makes it much harder to win by buying many guns.



    Ja mata

    TosaInu

  2. #2

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    The musket's firepower was only reduced about 10% in v103, and the reload was increased 3 seconds (1 second for each rank in the revolving fire formation). Those two things combined to give both the naginata cav and the heavy cav a good chance of frontally charging a musket unit without the cav routing before it reached the mustkets. The reduced hth combat ablility and morale of the musket allows the cav to defeat the musket in hth quickly. The idea is to make guarding muskets with a nearby spear or cav unit a necesssity since the naginata cav and heavy cav are effective anti-musket units. Archers also perform better vs muskets in v103 than they did in v102. Since the muskets in v103 have effective anti-units to contend with, you don't need the unit limits that you see used in v102. The v103 was carefully tested to ensure that armies consisting of all one unit type had effective counter armies. For instance, as I recall, a balanced army containing 6 yari samurai can defeat an all nag cav + heavy cav army.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

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