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  1. #1
    Member Member bhutavarna's Avatar
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    Default Re: Killing Speeds Fixed! Read Inside!

    I didn't like the 0.5 mod. I think it's a little too slow. Plus, I also noticed that the mod didn't take into account that the original kill speed values are not always the same. For example, regular infantry has a value of 1 while peasant and militia has a value of 0.73. Mod 0.5 simply changed all of them to 0.5. So it probably messed up the gameplay balance.

    So I created my own mod. This time I choose to change the kill speed modifier (still not sure if it is a kill speed modifier) to 80% of the original values. I seem to like this version. Battle are still relatively fast, but a little slower than before. At first I only change the melee values and not the missile values, but I am going to make the missile 80% as well, except for siege missile, to balance the gameplay. I don't think I should be able to wipe out an entire axemen unit with one archer unit.

    Aside from this, I also created my own movement mod. At first I set the movement modifiers to 80% of the original values on all terrain types. But it slows the movement too much, especially because it made fatigue happens quicker. So I adjust it to 90% of original values, and it seems to work, although I am tempted to try 85%, which I think would work best.

    I can post this if anyone is interested (if someone can tell me how to post attachment)

  2. #2
    Member Member Thoros of Myr's Avatar
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    Default Re: Killing Speeds Fixed! Read Inside!

    I would like to try it becuase as you said .5 across the board does not take into the account the individual speeds, obviously trained swordsmen would attack faster and more effeciently than peasants. Also missle values need a slight tweak aswell. We will eventually find the " hot spot" :)

  3. #3
    Member Member bhutavarna's Avatar
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    Default Re: Killing Speeds Fixed! Read Inside!

    Quote Originally Posted by Thoros of Myr
    I would like to try it becuase as you said .5 across the board does not take into the account the individual speeds, obviously trained swordsmen would attack faster and more effeciently than peasants. Also missle values need a slight tweak aswell. We will eventually find the " hot spot" :)
    I'll post it when I get home from work. Can you tell me how to do this?

  4. #4
    Member Member zentuit's Avatar
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    Default Re: Killing Speeds Fixed! Read Inside!

    Quote Originally Posted by bhutavarna
    I didn't like the 0.5 mod. I think it's a little too slow. Plus, I also noticed that the mod didn't take into account that the original kill speed values are not always the same. For example, regular infantry has a value of 1 while peasant and militia has a value of 0.73. Mod 0.5 simply changed all of them to 0.5. So it probably messed up the gameplay balance.
    Are you sure you got the right version? The version up there now is export_descr_unit_speed_0.5_1.0.txt
    These modifiers are not all set to .5, but instead the original amounts have been halved. Oh except for missile units, looks like missile units have been bumped back up to 1. That's something you may want to look at for your mod.
    tom
    fire at will? but Centurion, which one's Will?

  5. #5
    Member Member Thoros of Myr's Avatar
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    Default Re: Killing Speeds Fixed! Read Inside!

    Quote Originally Posted by zentuit
    Are you sure you got the right version? The version up there now is export_descr_unit_speed_0.5_1.0.txt
    These modifiers are not all set to .5, but instead the original amounts have been halved. Oh except for missile units, looks like missile units have been bumped back up to 1. That's something you may want to look at for your mod.
    Heheh, just noticed this new version. Seems we need only to balance missle units now and we could try different versions of movement speed.

  6. #6

    Default Re: Killing Speeds Fixed! Read Inside!

    I am trying the .5 1.0 txt mod and like it.

    However has anyone noticed anything funny about skirmishers?

    I am playing Gauls. My skirmisher warbands are rarely caught by infantry. But with the new mod, it has happened a couple of times vs Brit infantry. Unfortunately without the replay capability, I haven't been able to determine exactly what happened. It appears they just stand there and don't even attempt to escape. They were on skirmisher mode.

    Is it possible that skirmishers are taking too long to fire and are being caught by charging infantryr?

    BTW, if anyone can add a replay capability to campaign battles, my last major problem with the game would be solved...and I would owe someone a beer.

  7. #7

    Default Re: Killing Speeds Fixed! Read Inside!

    Once the time program is executed can that "switch" be activated on/off from within the game? If you start a new game I assume you would have to run it on the "new" save file?

  8. #8

    Default Re: Killing Speeds Fixed! Read Inside!

    Hi Jagger --

    I've seen this with the original and with the updated unit file. I'll play around but it may just be a game problem. I recall in MTW that the computer wasn't very good at retreating skimishers when threatened by a unit that wasn't explicitly targeting them -- I think the same thing may be happening.

    Sage

    Quote Originally Posted by Jagger
    I am trying the .5 1.0 txt mod and like it.

    However has anyone noticed anything funny about skirmishers?

    I am playing Gauls. My skirmisher warbands are rarely caught by infantry. But with the new mod, it has happened a couple of times vs Brit infantry. Unfortunately without the replay capability, I haven't been able to determine exactly what happened. It appears they just stand there and don't even attempt to escape. They were on skirmisher mode.

    Is it possible that skirmishers are taking too long to fire and are being caught by charging infantryr?

    BTW, if anyone can add a replay capability to campaign battles, my last major problem with the game would be solved...and I would owe someone a beer.

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