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  1. #1
    Pet Idiot Member Soulflame's Avatar
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    Default Re: Rome Unit Guide v1.1 released!

    Quote Originally Posted by lars573
    So Macedonia can build Creeeessshian archers huh? Are they similar to the Cretan archers that can be found around the aegean sea area.
    Yeah, but they sound funnier . But they can't build them. All dark green units are mercenaries. I added them so you can use this guide for multiplayer as well, since the stats for multiplayer are the same as for single player (for now. There is a seperate entree for multiplayer cost, but so far all costs in SP and MP are the same)

    Quote Originally Posted by dorkus
    this is a very nice guide. thanks for the work.

    One thing I spotted, however: chosen swordsmen take only 1 turn to produce, not 2.
    Thanks, I corrected it (along with the Dacian Chosen Archer Warband, which also only takes 1 turn to build).
    There will probably be a few more errors in the guide, so I'll wait a bit until I upload the new version.

    So far this new version has been downloaded over 500 times .

    The Excel file was already approved but I put it in the Medieval section by accident. It's corrected now, and downloadable here:
    http://www.twcenter.net/downloads/db/index.php?mod=117
    Last edited by Soulflame; 10-18-2004 at 12:37.
    Download version 1.2 of my RomeUnitGuide (PDF format) here;
    http://www.twcenter.net/forums/downl...do=file&id=108
    It has over 32.000 downloads. Thanks for the kind words I got over the years :).

    Download version 1.1 of my RomeTempleGuide (PDF format) here;
    http://www.twcenter.net/forums/downl...do=file&id=107
    It has over 5.000 downloads. Thanks for the kind words I got over the years :).

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    Member Member ah_dut's Avatar
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    Default Re: Rome Unit Guide v1.1 released!

    Nice work Soulflame

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    Senior Member Senior Member Ser Clegane's Avatar
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    Default Re: Rome Unit Guide v1.1 released!

    Excellent job, Soulflame

    This will make my life easier

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    Senior Member Senior Member Dorkus's Avatar
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    Default Re: Rome Unit Guide v1.1 released!

    One thing that would be worth adding, if you plan to do any more additions to the guide, is armor/shield.

    I'm fairly certain that missiles test against armor factor, and that shield is removed from defense/armor if attacked/shot in the flank/rear. At least that's the way it worked in mtw, and from casual observation, it seems that's the way it's working in rtw.

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    AKA Leif 3000 TURBO Senior Member Leet Eriksson's Avatar
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    Default Re: Rome Unit Guide v1.1 released!

    Great job

    The cretian Archers part is pretty funny btw there are some unbuildable/unrecruitable units it would be cool if you added them if you had any plans to update the guide

    Again thanks for the guide its great
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  6. #6
    Pet Idiot Member Soulflame's Avatar
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    Default Re: Rome Unit Guide v1.1 released!

    Quote Originally Posted by Dorkus
    One thing that would be worth adding, if you plan to do any more additions to the guide, is armor/shield.

    I'm fairly certain that missiles test against armor factor, and that shield is removed from defense/armor if attacked/shot in the flank/rear. At least that's the way it worked in mtw, and from casual observation, it seems that's the way it's working in rtw.
    Yeah I know... and defensive skill is also only applicable in some instances.
    There are only 2 'problems':
    1. Space: I already used hearts to show HP, and there isn't much room left. Maybe I could abbreviate Defense into Def or something. But it wouldn't be pretty and I couldn't even add all the info that the guide doesn't use at the moment I think.
    2. Cleanness/Easyness to use: Right now, you know what the guide represents. If I add an amor rating... should I substract it from the total defense amount, so that you must add them together yourself to get the total defense? Or should I leave the listed total defense the same but just let you know how much the shield is? Would people then maybe accidentally add those 2 numbers together?

    I think I could make some people happy with it, but some other would be confused or think it's just extra stuff they don't need... Other things that aren;t included in the guide are for example the rider stats for chariots and elephant riders. They also have hp and defense and such, but I don't think it is used (never seen a riderless chariot or elephant in the game), and the costs for retraining the units weapon/shield if an upgrade is availble in a city. These stats might all be worth something to some people, but I think it could destroy the purpose of the guide: a clean, one glance overview, with only 1 page per faction.

    So I'm really not sure about this. I would like to hear more opinions on this: should the guide be more specific? (at the possible cost of space and ease of use)?
    In the meantime, I could whip up a special version just for you and send it by mail? (or maybe better; you could download the excel version and completely customize your version as you please)


    Quote Originally Posted by faisal
    Great job

    The cretian Archers part is pretty funny btw there are some unbuildable/unrecruitable units it would be cool if you added them if you had any plans to update the guide

    Again thanks for the guide its great
    I'm not sure which units you mean. The units I listed are all the units available to build and mercenaries and generals those factions can have in multiplayer (with the added costs and such for singleplayer as well).

    Maybe you mean a page solely for mercenaries at the end so you can see the stats of all the mercenaries you can hire in Singleplayer? I didn't put them in with all factions, because that would be a pointless repeat for each faction which would greatly increase the length of the guide. But a seperate page for all the mercenaries in the game would certainly be doable...
    Download version 1.2 of my RomeUnitGuide (PDF format) here;
    http://www.twcenter.net/forums/downl...do=file&id=108
    It has over 32.000 downloads. Thanks for the kind words I got over the years :).

    Download version 1.1 of my RomeTempleGuide (PDF format) here;
    http://www.twcenter.net/forums/downl...do=file&id=107
    It has over 5.000 downloads. Thanks for the kind words I got over the years :).

  7. #7
    Senior Member Senior Member Dorkus's Avatar
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    Default Re: Rome Unit Guide v1.1 released!

    I was thinking something along the lines of TD/TA/S.

    TD = Armor + Shield + Skill (Currently labeled as defense)
    TA = Armor + Shield
    S = Shield

    TA is what you would look to to determine a unit's vuljnerability to missiles. S would be relevant to determine whether a unit is especailly vulnerable to flank/rear attacks.

    One other thing: I believe chariots use the primary defense stat, despite the fact that the secondary one is listed in the in-game descriptions. If they truly had armor zero and 1 defense, they would drop like flies to arrows, even with extra hp. And they wouldn't hold up for a second in a melee. In other words, I believe the relevant line for scythed chariots is:

    stat_pri_armour 18, 1, 0, metal (19 total)

    And for Egyptian chariots:

    stat_pri_armour 6, 1, 4, metal (11 total)

  8. #8
    Pet Idiot Member Soulflame's Avatar
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    Default Re: Rome Unit Guide v1.1 released!

    Quote Originally Posted by Dorkus
    I was thinking something along the lines of TD/TA/S.

    TD = Armor + Shield + Skill (Currently labeled as defense)
    TA = Armor + Shield
    S = Shield

    TA is what you would look to to determine a unit's vuljnerability to missiles. S would be relevant to determine whether a unit is especailly vulnerable to flank/rear attacks.
    Hmm if I could find icons to illustrate these different stats it would be helpfull. I'll try to make it like this and see how it looks.

    One other thing: I believe chariots use the primary defense stat, despite the fact that the secondary one is listed in the in-game descriptions. If they truly had armor zero and 1 defense, they would drop like flies to arrows, even with extra hp. And they wouldn't hold up for a second in a melee. In other words, I believe the relevant line for scythed chariots is:

    stat_pri_armour 18, 1, 0, metal (19 total)

    And for Egyptian chariots:

    stat_pri_armour 6, 1, 4, metal (11 total)
    That would be odd, since the first stat is for the rider, not for the chariot itself. And this is the same with the HP of the units. They are seperate for rider and chariot (and elephants, which follow the same model).
    So either they have 1 defense and 4 hp, or lots of defense and only 1 hp.
    Or the game messes up and combines the defense of the rider (the high defense) with the high hp of the chariot/elephant (more then 1 hp). But that would just be stupid, because why make it that way when you can also make it that the chariot has more defense (instead of giving the rider high defense and linking to his stat when checking in game).


    Sidenote: the mercenary page is complete. It lists all available mercenaries in the singleplayer part of the game (although it doesn't say where you can hire them (because I honestly don't know where to find that in the game files), and the recruitment costs varies in game because of the mercenary model)

    Should I also make a few pages with all available Slave units? (which include the amazon chariots, Judean Zealots and so forth)
    Last edited by Soulflame; 10-18-2004 at 22:05.
    Download version 1.2 of my RomeUnitGuide (PDF format) here;
    http://www.twcenter.net/forums/downl...do=file&id=108
    It has over 32.000 downloads. Thanks for the kind words I got over the years :).

    Download version 1.1 of my RomeTempleGuide (PDF format) here;
    http://www.twcenter.net/forums/downl...do=file&id=107
    It has over 5.000 downloads. Thanks for the kind words I got over the years :).

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