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Thread: What Mods Are Needed - Lets Have It.

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  1. #1

    Default Re: What Mods Are Needed - Lets Have It.

    See this thread for modifying Movement Rates which has already been addressed by Apollonius:
    https://forums.totalwar.org/vb/showthread.php?t=36729

    Tomcat

  2. #2
    Member Member danimal's Avatar
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    Default Re: What Mods Are Needed - Lets Have It.

    excellent. that could very well be the speed addressed. Has anyone tested this mod. Does it do what is says in the tin.
    Could do with some figures of new speeds vs original speeds. Just trying to build a picture of what would be realistic as surrently it is just not.
    Am not fully informed but the graphics look nice but to be honest all previous incarnations were rubbish even though I don't know that for sure

  3. #3
    Member Member danimal's Avatar
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    Default Re: What Mods Are Needed - Lets Have It.

    Another thought.
    Effectiveness of arrows, pilums and other projectiles.

    If a group of 40 archers fire unarmed men, how many should go down.
    Same for javelins and pilums.
    If the front ranks launch say 30 how much is the takedow and how much should it be???
    Am not fully informed but the graphics look nice but to be honest all previous incarnations were rubbish even though I don't know that for sure

  4. #4

    Default Re: What Mods Are Needed - Lets Have It.

    I'm still playing the prologue campaign - but one thing I noticed was that in my first battle, I thought people died way too quick - but that was because I had very very high valor troops against 0 valor troops.

    In later battles with all 0 valor troops the kill rate for infanty vs infantry head on seems about right.

    I think the pilum throws seem to do about the right amount of damage - but it takes so long to throw them - if barbarians are charging your lines, your men can't physically throw the pilum before the barbarians pile into them - i think this should be changed since Romans did in fact use this as a tactic :)

    Walking speed for infantry is about right - charging and routing is too fast, as is running. Cavalry charges by even the light militia cavalary and the inept roman cavalry seem far too devastating. Even too poor spearmen O.o

    Archers do better than in MTW it seems to me, but I think it's about right,

  5. #5
    Member Member desdichado's Avatar
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    Default Re: What Mods Are Needed - Lets Have It.

    Quote Originally Posted by danimal
    excellent. that could very well be the speed addressed. Has anyone tested this mod. Does it do what is says in the tin.
    Could do with some figures of new speeds vs original speeds. Just trying to build a picture of what would be realistic as surrently it is just not.
    speeds are decreased to about 66% (on the 2nd mod, 1st was about 50%). Makes for a more enjoyable battle. Its a simple mod - just alter the values in a txt. file for move modifiers.

    cav op on the charge I agree with but if you can catch them still they die.

    men dying too quick I'm less sure - once units get some exp they seem to battle for longer but obviously need more testing.

    What i want is faster reload for javelins/pila - how hard can it be to pick one up and throw - legionaries can never get off two against charging enemy. It should be possible - they had 1st light for longer range and 2nd heavy for shorter but they were able to throw both against charging enemies if I recall properly
    Last edited by desdichado; 09-28-2004 at 00:44.

  6. #6
    Member Member TomPaine's Avatar
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    Default Re: What Mods Are Needed - Lets Have It.

    One other modification that I'd suggest: squalor. Everyone's complaining about squalor, and my solution is to just add a few more "-1 to squalor" effects to various Vices/Virtues and Ancillary characters, wherever they make sense. There are already some (with the Understanding of Natural Philosophy trait, or with the Architect follower), but I'd just add them where they make sense -- say, in "Skilled Administrator," or with the "Doctor" follower, or some of the priests. I think that that might cancel out the squalor business.

    Now, as to my problems -- I tried to do that, but both the "Export_desc_ancillaries" and the "Export_desc_character_traits" begin with the comment "This file is generated from the Spreadsheet VnV,txt
    ;Please modify the spreadsheet and re-xport the data, rather than editing this file directly," and like it says, editing those files doesn't change anything. At the same time, alas, I can't find whatever "Spreadsheet Vnv,txt" it is that they're talking about, so I'm helpless. Anybody who can help? I think that this is a pretty quick fix, and not a bad one, for squalor, but I just can't implement it; tho' if someone points me to the file, it'll take all of 10 minutes do the fix.
    "The Levelution is begun,
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    And shoot the Duke of Wellington."
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