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  1. #1
    Senior Member Senior Member Dionysus9's Avatar
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    Default Re: STW mod

    Quote Originally Posted by Puzz3D
    Dion,

    I did make that change to cav archers. So it's now HC and NC at 20 run, CA at 22 and YC at 24. NC has the highest morale (8), HC is next(6), YC is next (4) and CA is lowest (2). The CA has 0.4 accuracy and the SA 0.6 just as they did in STW v1.12. There is a slight possibility that all the cav should be 2 points less in morale. I'm going to wait for feedback from players on that.

    So, the YC can catch the CA, but it's not going to do so as quickly as it could in STW v1.12. CA will be an annoyance to NC since it's faster than NC. The cav prices are now HC (1200), NC (900), YC (900) and CA (800). We are trying to keep costs in multiples of 100 so that's why YC isn't 950 and CA 850. The monk is moved back to 1000 (2x the original 500).
    That sounds like a nice, rich balance and I'm looking forward to doing some testing.
    Hunter_Bachus

  2. #2
    The Orgs Prophet of RATM Member IrishMike's Avatar
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    Default Re: STW mod

    I would just like to say that if your looking for interest, you have mine. Sadly I missed out on shogun, so I can't ask any technical qestions and I can provide no help, but I am incridible interested in this mod, and I eagerly await your revisions to original mod to be released.

    Cheers from me, and keep up the work!
    When ignorance reigns life is lost.

    War is norm, Fight the War, Screw the norm!

  3. #3

    Default Re: STW mod

    Thanks for the interest.

    We now have a stat that plays well, but I have an idea that would bring army purchase closer to the way it worked in original STW v1.12. Right now in STWmod you purchase units in MP and custom at valor 0, and they are usable at valor 0. To effect that is was necessary to add +2 morale to the low and middle morale units. So, you are able to play without upgrades. There is no way to go lower in morale since you are already at valor 0.

    In STW v1.12, units were purchased at honor 2 which is the equivalent of valor 1 in MTW/VI due to the hidden +2 morale of MTW/VI. The honor 2 gave units +4 morale, and the valor 1 gives +2 morale in addition to the hidden +2 morale for a total of +4 morale. The extra +1 att and +1 def that honor 2 was giving in STW over valor 1 in MTW/VI will cancel out since all units get it. Honor only cost 40% in STW while valor costs 70% in MTW. A single valor upgrade in STWmod will cost about the same as a double honor upgrade in STW, so the idea is to price the units in STWmod MP and custom battle at x/1.7, and take away the morale boost we gave to the low and middle morale units. In this way, units purchased at valor 1 in STWmod would be equivalent to units purchased at honor 2 in STW, and players would be able to sell off 1 valor point on some units to get money for upgrades on other units. You could also play low money games as was done in STW, but can only get -2 morale rather than the -4 you could get in STW.

    Some testing is going to be required on this to make sure it doesn't break the game because you will be getting a lot of money selling off 1 valor on some units. For instance, using a WM at valor 0 will save 411, and a double valor upgrade on a YA will only cost 378. The v0 WM will still function well because it has morale 8, and will be 2 combat points (40%) less powerful than a v1 WM. The v3 YA will pick up 4 combat points, 100% more powerful, and 4 morale points over a v1 YA. The v3 YA is not a super unitwith 4 combat points and 2 morale, but you did gain more than you lost by making that trade off with the WM. It's probably ok because it's the about the same as you could do in original STW v1.12. I also want to be sure that a v0 HC at 705 doesn't obsolete a v1 NC at 900.

    None of this will affect STWmod's SP campaign since that has it's own set of unit costs.

    If anyone has an opinion on this idea, I'll be glad to listen to your comments.
    Last edited by Puzz3D; 11-24-2004 at 17:54.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  4. #4
    Rout Meister Member KyodaiSteeleye's Avatar
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    Default Re: STW mod

    Personally, i won't worry too much about trying to replicate STW MP too much - as long as the unit balance at equal valour is about right.

    Span.
    KyodaiSpan, KyodaiSteeleye, PFJ_Span, Bohemund. Learn to recognise psychopaths

  5. #5

    Default Re: STW mod

    The goal of this mod is to replicate STW v1.12 gameplay as closely as possible.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  6. #6
    Senior Member Senior Member ElmarkOFear's Avatar
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    Default Re: STW mod

    Then you must include the lag that most games had to REALLY simulate the gameplay! hehe :) Sounds like you guys are doing a nice job. I will make it an option to play any of my STW MP CAMPAIGN battles using this mod. That way, if everyone is so inclined, and can schedule the match within a day or two, they can play it vs. each other, rather than have the AI vs AI battle on my PC. Good luck!
    I have seen the future of TW MP and it is XBox Live!

  7. #7
    Senior Member Senior Member Tomisama's Avatar
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    Default Re: STW mod

    I have run into a small snag. The faction represented by the black dragon, is missing in the game. I imagine it was left off because we are not going to have Mongols, and that was the Mongol logo. But in order for the competition map I am working on “to work”, we need either 4, 8, or 16 playable clans.



    I don’t know if we can interest 16 Clans in competing or not, but would like the option open if possible. We have had as many as 28 Clans in winter games before, so it’s not really that hard to imagine.

    Any logo will do, just need to be able to have 16 playable game factions.

    Thanks
    HONOUR IS VICTORY - GO WITH HONOUR - KEEP THE CODE

    http://steamcommunity.com/profiles/76561198003816474

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