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Thread: Historical mods and kill rates

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  1. #1

    Default Re: Historical mods and kill rates

    To achieve lesser kill ratios you could also lower the morale value for all units, the lower that one is the easier a unit will rout (i.e. it takes less losses to make it rout). In Darth mod 5.8 the morale values got increased and I´ve seen one-on-one battles that went to the point of having two eighty-man formations fighting till both were down to not more than a dozen, once there were even only two men left in both units, not fighting on battlements, nor with encircled units, just two about equally strong units meeting head on.

  2. #2
    Member Member Alexander the Pretty Good's Avatar
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    Default Re: Historical mods and kill rates

    It would be nice if the battle time limits weren't so ridiculous.

    I don't know about BI (yet ) but in RTW they were awfully unpredictable.

    Two armies miles apart with thousands on each side? You get 18 minutes, man. You'd better run!

    Assaulting a city with huge walls and dozens of defending units? 25 minutes!

    Two hastati vs. three town watch rebels? 40 minutes, man.

    Sometimes the timer worked out, but usually you had either too much or too little.

    One thing that CA could do is drastically reduce the timer after you have "won." IE, the enemy is routing. They won't recover from something that complete, so give the victor just two minutes to mop up routers. Maybe less time. Even if the winner had another 20 minutes, drop it to two to give the losers a break.

  3. #3
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: Historical mods and kill rates

    this can't be solved with modding. As said before, a unit loses most of it's men after routing, because they die almost instantly then (unlike MTW were they could still do damage and break out of an encirclement). That also means lowering morale doesnt help at all, the only result is that the winner will take less casualties. Casualties for the loser will be the same.

    In real life it would also be harder to chase routers because there is no godlike general floating high over the battlefield seeing were every enemy unit is on the map. Not to mension that real-life terrain has a lot more features that obstuct line of sight. And units chasing routers too far might actualy get lost and have trouble finding back their army. All this cannot be simulated wth the TW engine.
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  4. #4
    Come to daddy Member Geoffrey S's Avatar
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    Default Re: Historical mods and kill rates

    So basically it's up to the players to make it a fair game?
    "The facts of history cannot be purely objective, since they become facts of history only in virtue of the significance attached to them by the historian." E.H. Carr

  5. #5

    Default Re: Historical mods and kill rates

    That about covers it, namely it would mean to refrain from chasing routers.

  6. #6
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Historical mods and kill rates

    Upping healrate would not help.

    Haven't you noticed that it is only the victorious army that get healing? Makes sense really, as the losers have left their wounded on the battlefield. But to up healrate would just make it easier for the winners.
    You may not care about war, but war cares about you!


  7. #7
    Member Member afrit's Avatar
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    Default Re: Historical mods and kill rates

    Quote Originally Posted by Ciaran
    That about covers it, namely it would mean to refrain from chasing routers.
    Problem is, sometimes the enemy breaks so quickly that letting them get away without chasing seems like not reaping a well earned reward.

    My compromise is often to continue the chase, but on triple speed. On large battles, this allows lots of enemies to escape.
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