i don't hav the game but heres a ques: is the computer AI smart enuf to withdraw their calvary and recharge? i.e prevent if from being bogged down..
i don't hav the game but heres a ques: is the computer AI smart enuf to withdraw their calvary and recharge? i.e prevent if from being bogged down..
Keep up the Support CA![]()
and please don't rush your next installment ;)
As long as you stand still before the charge, and have 'guard' mode enabled, I find that my Hastati stand up pretty well to a cavalry charge.
Granted it's 'only' Barbarian cavalry, but then Hastati are only light infantry themselves.
Conversely I've found my Equites massacred by Gaul Swordsmen on several occasions.
What _does_ make a huge difference (but then so did it in STW/MTW) is the General's command/traits.
I still wish for a way to tone down the effects of the general a bit (say 50%).
I had it happen to me once. It was in an ambush (i got ambushed) and i was out numbered 1024 to 220.Originally Posted by slackker
- Fear the one who can break spanish armour -
Originally Posted by slackker
Yes, and with the right conditions it can become a Benny Hill parody with the cav withdrawing, circling, attacking, ad infinitum, all done at 'cockroach speed'.
E Tenebris Lux
Just one old soldiers opinion.
We need MP games without the oversimplifications required for 'good' AI.
The running speeds in the game seem about the same as in the demo, and they are too fast. If those speeds were reduced, the effect of fatigue and charging might improve, and you would be able to control more units at a time. I'm stunned to see that walking, running and charging speeds have been removed from the unit stats. You cannot directly mod these speeds.
_________Designed to match Original STW gameplay.
Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2
That is very bad news.Originally Posted by Puzz3D
So much for the hoped "great modability" of the game. So they want to dumbify their games?
Fair enough. I guess I won't bother with the TW series anymore.![]()
*chuckle* You'll miss out on what is most assuredly one of the best games in years (problems notwithstanding) because the movement stats have been moved to a different file?Originally Posted by Aymar de Bois Mauri
Your loss.
(you can still mod movement rates, they're just stored in a different place)
edit: I haven't faced too much enemy cavalry yet, but what I have hasn't been a problem. Deep formations are the key. Granted, I've only gone against light cavalry, but in my experience, if the cavalry fails to 'break through,' they'll be dogmeat in no time. Even light infantry cuts them down pretty handily once they lose their momentum. That probably doesn't hold true for heavy cav, but how much heavy cavalry existed in this time frame? (besides elephants)
Last edited by LittleRaven; 09-27-2004 at 19:45.
LOL!!!Originally Posted by LittleRaven
My answer was like that, to provoke a reaction and to get feedback on that issue.
Good to know that they can be moded. More hope now. Thanks...![]()
There must be something that governs how much units speed up when they run and charge unless it's automaticly calced from thier base speed?
Anyway, some people are blowing this "way overpowered" way out of proportion. Things like cav never die and inf is totally useless is so untrue it's just ridiculous.
As far as anyone has found, the base speed is hard coded and not in the data files. The current mod slows the speed of all units by modifying the movement on different terrains.Originally Posted by Thoros of Myr
E Tenebris Lux
Just one old soldiers opinion.
We need MP games without the oversimplifications required for 'good' AI.
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