I don't find the speed to be an issue. If anything, I speed the game up when marching on the battlefield.Originally Posted by d6veteran
I don't find the speed to be an issue. If anything, I speed the game up when marching on the battlefield.Originally Posted by d6veteran
When you decide that servicing your core niche is no longer important, you might as well put a gun to your corporate temple. - Red Harvest -
SPENCERH
I can walk at 5mph(about 3 mph for normal pace) jog at 8 mph and sprint at over 10 mph, so those statistics are'nt far off
Anyways what it really boils down to speed vs A.I. Does the comp really have a chance at lower speeds? I think I'd be guaranteed victories, the problem is there are tons of variables and it is hard to program the A.I. to take notice of every single possible aspect. Now for MP I can understand the difference but apparently the troop selection is quite different from single player and things work differently for the most part. Maybe what really needs to be done is a charge penalty for charging head on into a unit with cavalry. That would definately emphasize the need for cavalry to hit the flanks and rear. And maybe special units like kataphracts do'nt get a penalty for a head on charge
When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
Cry havoc and let slip the HOGS of war
And I think that is the case. I mean my experience with Cavalry charges so far shows that to be the case.Originally Posted by oaty
Jacta alea est!
Walking speed of infantry = fine.
Running speed = too fast.
I zoom down and watch my men running and they actually look pretty realistic to me, but they take about 10 seconds or so to cover 100m which is like an olympic sprinter.
Zoomed out however this can look absurd, however RTW wasnt made to play zoomed out :) After all zooming out is "unrealistic".
Skirmishers = way too fast running and Cavalry = about right.
I've tried some slow down mods and now it just makes my units look like they're walking on a treadmill. When they get tired its absolutely ridiculous how slow they are moving, I could crawl around faster than they "run".
Talk is cheap - Supply exceeds Demand.
What people can do is their jogging shorts has no comparison to what soldiers have to do. I ran a 5:15 mile indoors and averaged 6 min/mile cross country.Originally Posted by oaty
As I said, the numbers I gave were based on my experience in the infantry and airborne while carrying fighting order (which weighs in excess of 30lbs without body armor). The RTW inf numbers are not even close to realism. 4 mph for a march speed down a road is 'movin' (but do-able) for around 8-10 hours.
E Tenebris Lux
Just one old soldiers opinion.
We need MP games without the oversimplifications required for 'good' AI.
What about in battle? After all that's what we're talking about. Pumped full of adrenaline marching speeds go out the window.Originally Posted by SpencerH
Talk is cheap - Supply exceeds Demand.
Since RTW is supposed to be 'simulating' hours long battles (yeah, right), a short term boost of adrenaline should not make a huge difference in marching speeds.Originally Posted by Morindin
IMO unit run speeds should either be taken down or make it something like a 'boost' that you can only use when you are above a certain level of fatigue (like warmed up).
Walk speeds seem fine though.
What gives you the idea that RTW isnt simulating 'hours long battles' ? Have you played the campaign long enough yet to get that are the size of the real life ones that HAD hours long battles?Originally Posted by son of spam
I seriously doubt anyone has played the game enough to get 10,000's of armies or even 45,000 yet but I have no doubt that they will last just as long, if not longer, than MTW.
I can't imagine a battle of a few hundred men forming one line of battle, which is common in this stage of RTW to last for "hours". Not only would it be highly unrealistic it would be EXTREMELY boring.
I think many peoples judgements are way premature. One thing ive noticed about RTW that will give it potential for longer battles with bigger armies is the fact that routing units dont seem to set off a chain rout through your entire army.
Talk is cheap - Supply exceeds Demand.
Well said Morindin.
Besides. I don't know about anyone else, but I want realism to a point and then I want gameplay. I don't want a 6 month turn on the strat map to take 6 months!
If the units on the battlefield are running 8 mph vs 4 mph then what is the big deal?
I think the game plays very well. You have time to respond, the controls are not a hinderance, the maps are huge ...
I'm about 60 years into the game and the sieges and some of the battles are taking longer and longer. This game can hardly be considered quick ;)
Jacta alea est!
Read my post. I put 'simulating' in quotation marks, not hour-long battles. I feel the game right now is quite unrealistic and more importantly not fun to play.Originally Posted by Morindin
Besides which my post was not aimed at you, but rather at a previous comment which said adrenaline would provide the speed boost we see in the game.
Anyway, what you seem to be suggesting is that RTW is a 1:1 scale of regular roman combat. I may have missed this somewhere, but please provide me with a link explaining how the Romans conquered Sicily with a couple hundred men.
Obviously the game is on more of a 10:1 or even a 100:1 (that's probably a bit too high) scale. So I expect battles to last a bit longer than 20 seconds when I fight with around 1000 "game men".
I've no idea what that was supposed to mean.Originally Posted by Morindin
Arguing with those that disagree with you is par for the course at the Org. Quite new to see someone say "running speed = too fast", then argue with someone who posts supporting that point. I guess all that's left to accomplish is to miss out the middle man and start rebutting your own posts.
Adrenaline doesnt turn soldiers carrying armour, spears, helmet etc into world-class cross country runners while trying to maintain a semblance of formation over natural countryside.Originally Posted by Morindin
To those who like the inf run speeds as they are, good for you. You wont have to mod the game. I dont, so I'll have to hope a way can be found to reduce the run speed of armoured units in formation. I'll probably leave skirmishers and non armoured units alone since, like the cav speeds, they are not too outlandish for a game.
E Tenebris Lux
Just one old soldiers opinion.
We need MP games without the oversimplifications required for 'good' AI.
I have to wonder if some of you are playing larger battles yet.
I played a large siege last night with many reinforcing armies on both sides and the battle went into the night.
I'm enjoying the single player as much as I hoped for.
Jacta alea est!
And pausing was at a minimum?Originally Posted by d6veteran
I'm really joining in on either side here, just making certain you guys don't talk past each other...
Ohhh... How replays could have helped here. Both sides could come up with 'proof' within a second almost. Then it would just be a matter of determining which proof was the strongest.
You may not care about war, but war cares about you!
??? With the game imposed timer, how do you get a battle to go into the night? How do you get it to go more than 20 minutes? I've never seen the actual fighting last more than 10 minutes (and most of that is chasing routers.) A long battle with two full stacks usually has less than 60 seconds of melee before the cavalry runs everyone down.Originally Posted by d6veteran
Rome Total War, it's not a game, it's a do-it-yourself project.
Thanks a lot for the speed mod!
![]()
Bookmarks