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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 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;
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    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 :).

  2. #2
    Senior Member Senior Member Dorkus's Avatar
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    Default Re: Rome Unit Guide v1.1 released!

    shoot at at a unit of peasants (0 armor) with archer auxilia. Mod in 2 hp if you want to make it more exact.

    Try again with chariot archers.

    Chariot archers have 2 hp, but that can't account for the vast difference in kill speed. chariot archers die at a rate far closer to units with 10 armor than 0.

    I don't know the exact mechanics of chariot/rider hp/def, so I won't even guess. But I do know that chariot archers do not die at a rate even close to resembling 1 total defense, 0 armor.

  3. #3
    Pet Idiot Member Soulflame's Avatar
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    Default Re: Rome Unit Guide v1.1 released!

    I just released version 1.2.

    Get it here: http://www.twcenter.net/downloads/db/index.php?mod=108

    ---------------------------------Version History-------------------------------
    Version 1.2 (released 19 October)
    *Corrected stats for Chosen Swordmen (all factions) and Chosen Archer Warband (Dacia)
    *Added pages for the mercenary units available in Singleplayer, and for Slave and Rebels
    Version 1.1 (released 18 October)
    *First complete release of the Unit Guide, including some changes to the Roman Section
    Version 1.0 (released 14 October)
    *Prelimenary release of the Unit Guide, included only the Roman Factions

    Version 1.0 was downloaded 429 times!
    Version 1.1 was downloaded 1266 times!
    ----------------------------------------------------------------------------------------


    @Dorkus:
    Hmm well, until CA discloses how the chariot/rider (and elephant/rider etc) combination works with Defense and HP, we'll never find it out completely.
    I'll let them stay as they are now (since that's what the ingame descriptin also says), until CA tells me I'm wrong.

    I've encountered so many oddities that I can't even begin to speculate and do something with them.
    For example with my latest guide, I added the Slave and Rebels. Almost all their units are shared with at least one faction, but somehow the barbarians share 1 general, and have another Rebel General, while the Eastern rebels don't even have a 'normal slave general'. I honestly don't know when you should expect to encounter which general ...
    And for some reason the only roman slaves & rebels that are coded are gladiators, while there are pictures in the slave folder for LOTS of units, like Velites, Hastati and many more. But they just aren't defined in the unit file of Rome, so they can't show up.

    Makes you wonder..
    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 :).

  4. #4
    AKA Leif 3000 TURBO Senior Member Leet Eriksson's Avatar
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    Default Re: Rome Unit Guide v1.1 released!

    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...
    I was going to mention the rebel units and such, but you covered them in your latest guide.

    And btw thanks for the guide its much more better now :)
    Texas is Gods country! - SFTS
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  5. #5

    Default Re: Rome Unit Guide v1.1 released!

    Great! May I link it on our german-speaking board at si-games.com for the german-speaking fans?
    Gruß
    rolin

  6. #6
    Pet Idiot Member Soulflame's Avatar
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    Default Re: Rome Unit Guide v1.1 released!

    Quote Originally Posted by rolin
    Great! May I link it on our german-speaking board at si-games.com for the german-speaking fans?
    Sure, I don't see why not.
    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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