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Thread: Need help on land modifiers.

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  1. #1
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Need help on land modifiers.

    Every comment I've seen about them suggests they are combat modifiers. I'm not sure if it is an attack modifier or defense or what. I seriously doubt it is percentage, those are typically done in decimal format in the CA games, while integers are used for most basic stats.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  2. #2
    Member Member Woreczko's Avatar
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    Default Re: Need help on land modifiers.

    Testing reveals that they are indeed combat modifiers - barbarians are certainly better in snow and woods. I`m not so sure about sand and scrub, but there is simple reason: These modifiers have quite shallow impact on at least 1vs1 unit combat. I tested numidian legionaries with -4 on snow and axemen with +4 (modded units, don`t ask). On summer grasslands legionaries won, but they never achieved more than clear victory. In the winter, while axemen had a whooping +8 modifier in total, they only managed to achieve a narrow victory. So I don`t think it`s just a simple +8 to attack rating or sth similar. Anyway this is only my hypothesis, I`m not an advanced tinkerer.

  3. #3
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Need help on land modifiers.

    Woreczko,

    That actually sounds about right. I have to use rather massive mount modifiers to get spears to be effective vs. cav, and to make horse/camel/elephant matchups make sense. I usually end up adding 4 to 8 total in adjustment to the existing values.

    In RTW the range of the attack defense numbers seems to be wider. If you want a noticeable impact you need about an 8 point delta or more, at least with the units I've adjusted so far. This was particularly noticeable with elephants I reduced elephant unit size in half and hitpoints in half as well. This works about like I want it vs. infantry and skirmishers, but the stupid cav were killing elephants with the base mount modifier values (probably due to the massive charge bonuses.) I had to move it 8 more points for a total delta of 20, and I might need to move it more. (With the smaller hit point count and unit size I will probably have to increase the elephant "momentum" factor so that heavy cav doesn't stop an elephant charge. I don't think this is combat modifier related, but more unit size and relative momentum factors.)
    Rome Total War, it's not a game, it's a do-it-yourself project.

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